Struct epaint::Mesh16

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pub struct Mesh16 {
    pub indices: Vec<u16>,
    pub vertices: Vec<Vertex>,
    pub texture_id: TextureId,
}
Expand description

A version of Mesh that uses 16-bit indices.

This is produced by Mesh::split_to_u16 and is meant to be used for legacy render backends.

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§indices: Vec<u16>

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

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§

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impl Mesh16

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pub fn is_valid(&self) -> bool

Are all indices within the bounds of the contained vertices?

Auto Trait Implementations§

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impl Freeze for Mesh16

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impl RefUnwindSafe for Mesh16

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impl Send for Mesh16

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impl Sync for Mesh16

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impl Unpin for Mesh16

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impl UnwindSafe for Mesh16

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impl<T> Any for T
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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

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unsafe fn deref<'a>(ptr: usize) -> &'a T

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type Error = Infallible

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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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