Struct three_d::Mesh [−][src]
pub struct Mesh { pub name: String, pub cull: CullType, pub transformation: Mat4, // some fields omitted }
Expand description
A triangle mesh which can be rendered with one of the default render functions or with a custom MeshProgram. See also PhongMesh for rendering a mesh with lighting.
Fields
name: String
cull: CullType
transformation: Mat4
Implementations
impl Mesh
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impl Mesh
[src]pub fn new(context: &Context, cpu_mesh: &CPUMesh) -> Result<Self, Error>
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pub fn new(context: &Context, cpu_mesh: &CPUMesh) -> Result<Self, Error>
[src]Copies the per vertex data defined in the given CPUMesh to the GPU, thereby making it possible to render the mesh.
pub fn render_color(
&self,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
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pub fn render_color(
&self,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
[src]Render the mesh with a color per triangle vertex. The colors are defined when constructing the mesh. Must be called in a render target render function, for example in the callback function of Screen::write.
Errors
Will return an error if the mesh has no colors.
pub fn render_with_color(
&self,
color: &Vec4,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
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pub fn render_with_color(
&self,
color: &Vec4,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
[src]Render the mesh with the given color. Must be called in a render target render function, for example in the callback function of Screen::write.
pub fn render_uvs(
&self,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
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pub fn render_uvs(
&self,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
[src]Render the uv coordinates of the mesh in red (u) and green (v). Must be called in a render target render function, for example in the callback function of Screen::write.
Errors
Will return an error if the mesh has no uv coordinates.
pub fn render_with_texture(
&self,
texture: &impl Texture,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
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pub fn render_with_texture(
&self,
texture: &impl Texture,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
[src]Render the mesh with the given texture. Must be called in a render target render function, for example in the callback function of Screen::write.
Errors
Will return an error if the mesh has no uv coordinates.
pub fn render(
&self,
program: &MeshProgram,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
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pub fn render(
&self,
program: &MeshProgram,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
[src]Render the mesh with the given MeshProgram. Must be called in a render target render function, for example in the callback function of Screen::write.
Errors
Will return an error if the mesh shader program requires a certain attribute and the mesh does not have that attribute. For example if the program needs the normal to calculate lighting, but the mesh does not have per vertex normals, this function will return an error.
Trait Implementations
impl Geometry for Mesh
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impl Geometry for Mesh
[src]fn render_depth_to_red(
&self,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera,
max_depth: f32
) -> Result<(), Error>
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fn render_depth_to_red(
&self,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera,
max_depth: f32
) -> Result<(), Error>
[src]Render the depth (scaled such that a value of 1 corresponds to max_depth) into the red channel of the current color render target which for example is used for picking. Must be called in a render target render function, for example in the callback function of Screen::write. Read more
fn render_depth(
&self,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
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fn render_depth(
&self,
render_states: RenderStates,
viewport: Viewport,
camera: &Camera
) -> Result<(), Error>
[src]Render only the depth into the current depth render target which is useful for shadow maps or depth pre-pass. Must be called in a render target render function, for example in the callback function of Screen::write. Read more
fn aabb(&self) -> Option<AxisAlignedBoundingBox>
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Auto Trait Implementations
impl !RefUnwindSafe for Mesh
impl !Send for Mesh
impl !Sync for Mesh
impl Unpin for Mesh
impl !UnwindSafe for Mesh
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized,
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impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]pub fn borrow_mut(&mut self) -> &mut T
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pub fn borrow_mut(&mut self) -> &mut T
[src]Mutably borrows from an owned value. Read more
impl<T> ToOwned for T where
T: Clone,
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impl<T> ToOwned for T where
T: Clone,
[src]type Owned = T
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn to_owned(&self) -> T
[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)
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pub fn clone_into(&self, target: &mut T)
[src]🔬 This is a nightly-only experimental API. (toowned_clone_into
)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more