Skip to main contentCrate embedded_3dgfx
Source - 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.
- MeshRayCastHit
- Result of a ray cast against triangle geometry.
- DEPTH_EPSILON
- Z_MAX_VALUE
- clear_zbuffer
- mesh_ray_cast
- Ray-cast against triangle geometry using Möller–Trumbore intersection.
- to_zdepth
- ZDepth