pub struct K3dengine {
pub camera: Camera,
/* private fields */
}Fields§
§camera: CameraImplementations§
Source§impl K3dengine
impl K3dengine
Sourcepub fn render_painters_algorithm<'a, MS, F>(
&self,
meshes: MS,
triangles: &mut Vec<DepthSortedTriangle>,
callback: F,
) -> usize
pub fn render_painters_algorithm<'a, MS, F>( &self, meshes: MS, triangles: &mut Vec<DepthSortedTriangle>, callback: F, ) -> usize
Render using Painter’s Algorithm (back-to-front sorting, no Z-buffer)
Collects all triangles, sorts them by depth, and renders back-to-front. This eliminates the need for a Z-buffer, saving significant memory.
§Arguments
meshes- Iterator of meshes to rendertriangles- Buffer to store sorted triangles (must be large enough!)callback- Drawing callback for each primitive
§Returns
Number of triangles rendered
Auto Trait Implementations§
impl Freeze for K3dengine
impl RefUnwindSafe for K3dengine
impl Send for K3dengine
impl Sync for K3dengine
impl Unpin for K3dengine
impl UnsafeUnpin for K3dengine
impl UnwindSafe for K3dengine
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