[−][src]Module fna3h::draw
Drawing
Rendering cycle
As described in crate::Device
, one rendering pass is as follows:
Device::clear
- for each draw call:
- (set shader matrix)
- apply pipeline
Device::apply_vertex_buffer_bindings
(VertexBufferBinding
)Device::draw_indexed_primitives
: (range of vertex buffer and index buffer)
And call Device::swap_buffers
at the end of a frame.
Modules
blend | Blending |
mojo | MojoShader |
pass | Rendering to frame buffer or offscreen (render target) |
pip | Pipeline ( |
Enums
PrimitiveType | Specifies primitive type used for drawing |
Type Definitions
Query | Opaque object to run occlusion queries |
Rect | Scissor rect or region of |
VertexBufferBinding |
|
Viewport | The view bounds for render-target surface |