Struct egui::Mesh

source · []
pub struct Mesh {
    pub indices: Vec<u32, Global>,
    pub vertices: Vec<Vertex, Global>,
    pub texture_id: TextureId,
}
Expand description

Textured triangles in two dimensions.

Fields

indices: Vec<u32, Global>

Draw as triangles (i.e. the length is always multiple of three).

If you only support 16-bit indices you can use Mesh::split_to_u16.

egui is NOT consistent with what winding order it uses, so turn off backface culling.

vertices: Vec<Vertex, Global>

The vertex data indexed by indices.

texture_id: TextureId

The texture to use when drawing these triangles.

Implementations

Restore to default state, but without freeing memory.

Are all indices within the bounds of the contained vertices?

Calculate a bounding rectangle.

Append all the indices and vertices of other to self.

Append all the indices and vertices of other to self without taking ownership.

Add a triangle.

Make room for this many additional triangles (will reserve 3x as many indices). See also reserve_vertices.

Make room for this many additional vertices. See also reserve_triangles.

Rectangle with a texture and color.

Uniformly colored rectangle.

This is for platforms that only support 16-bit index buffers.

Splits this mesh into many smaller meshes (if needed) where the smaller meshes have 16-bit indices.

Translate location by this much, in-place

Rotate by some angle about an origin, in-place.

Origin is a position in screen space.

Trait Implementations

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This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations

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