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Crate embedded_3dgfx

Crate embedded_3dgfx 

Source

Modules§

animation
Vertex Animation System
bridge
Interoperability bridges between embedded-3dgfx and embedded-graphics.
camera
camera_controller
Camera controllers inspired by bevy_camera_controller.
color
Perceptual color models and standard palettes for embedded systems.
color_gradient
Multi-stop color gradient sampling for no_std embedded systems.
command_buffer
completion
ISR-safe DMA completion signaling for async and sync present paths.
config
curve
Piecewise spline curve evaluation for animations, tweens, and particle parameter ramps.
decal
Decal projection volumes and grounded blob shadows for no_std embedded systems.
display_backend
Display backend abstraction for DMA-based rendering
dither
Fast ordered Bayer dithering for low-color embedded displays.
draw
Primitive rasterization, Z-buffering, texture mapping, and blending engine.
engine
error
hardware_profile
input
Platform-agnostic input state, buttons, analog sticks, and debouncing.
lens_flare
Atmospheric lens-flare effect with occlusion picking.
lod
Multi-level-of-detail (LOD) geometry selector for MCU rendering.
matcap
Procedural MatCap (Spherical Environment Map) texture generator for embedded systems.
mesh
navmesh
Navigation Mesh (Navmesh) and A* Pathfinding with Funnel Algorithm for no_std embedded systems.
occlusion
Software occlusion query for z-buffer-based culling on no_std embedded systems.
pool
Generational Arena Pool for fixed-capacity, zero-allocation object management.
primitive
raster
ray_primitive
Analytical ray-primitive intersection tests.
raycast
High-performance 2.5D DDA Raycasting and Mode 7 True 3D Perspective Floorcasting Engine.
renderer
retro
shader
shapes
Procedural 3D mesh generators for low-poly primitives.
simd_dsp
SIMD, DSP, and SWAR arithmetic primitives.
state_machine
Zero-allocation application state machine inspired by bevy_state.
swapchain
Swap chain implementation for double-buffered rendering.
telemetry
tilebin
timer
Zero-allocation timer, stopwatch, and fixed-timestep accumulator.
view_frustum
Gribb-Hartmann 6-plane View Frustum extraction and culling.

Structs§

MeshRayCastHit
Result of a ray cast against triangle geometry.

Constants§

DEPTH_EPSILON
Z_MAX_VALUE

Functions§

clear_zbuffer
mesh_ray_cast
Ray-cast against triangle geometry using Möller–Trumbore intersection.
to_zdepth

Type Aliases§

ZDepth