Struct epaint::Mesh [−][src]
Expand description
Textured triangles in two dimensions.
Fields
indices: Vec<u32>
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>
The vertex data indexed by indices
.
texture_id: TextureId
The texture to use when drawing these triangles.
Implementations
Calculate a bounding rectangle.
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.
Trait Implementations
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations
impl RefUnwindSafe for Mesh
impl UnwindSafe for Mesh
Blanket Implementations
Mutably borrows from an owned value. Read more