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Graphics

Struct Graphics 

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pub struct Graphics {
    pub camera: Camera2D,
    pub camera3d: Camera3D,
    /* private fields */
}

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§camera: Camera2D§camera3d: Camera3D

Perspective camera for 3D meshes. Set its fields to move the view.

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impl Graphics

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pub async fn new( window: Arc<Window>, vsync: bool, depth_format: Option<TextureFormat>, msaa_samples: u32, ) -> Result<Graphics, Error>

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pub fn resize(&mut self, width: u32, height: u32)

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pub fn window(&self) -> &Arc<Window>

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pub fn size(&self) -> (u32, u32)

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pub fn surface_format(&self) -> TextureFormat

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pub fn device(&self) -> &Device

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pub fn queue(&self) -> &Queue

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pub fn load_texture( &mut self, path: impl AsRef<Path>, ) -> Result<TextureId, Error>

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pub fn refresh_textures<I, P>(&mut self, changed_paths: I) -> usize
where I: IntoIterator<Item = P>, P: AsRef<Path>,

Re-decode any texture whose backing file is in changed_paths and update its bind group in place. Returns the number of textures actually reloaded.

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pub fn create_texture_rgba( &mut self, width: u32, height: u32, rgba: &[u8], label: Option<&str>, ) -> TextureId

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pub fn white_texture(&self) -> TextureId

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pub fn create_mesh( &mut self, vertices: &[MeshVertex], indices: &[u16], ) -> MeshId

Upload a static mesh (positions + normals, indexed) and return its handle. Meshes are drawn depth-tested via Graphics::draw_mesh using the perspective Self::camera3d.

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pub fn draw_mesh(&mut self, mesh: MeshId, instance: MeshInstance)

Queue one instance of mesh for this frame. Meshes render before the 2D layers, so 2D sprites, primitives and text draw on top of them.

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pub fn request_screenshot(&mut self, path: impl Into<PathBuf>)

Save a PNG of the next presented frame to path. The read-back stalls that frame, so this is for debug/dev use. A no-op (with a warning) if the surface lacks COPY_SRC.

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pub fn begin_frame(&mut self) -> Result<Frame, Error>

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pub fn present(&mut self, frame: Frame)

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pub fn flush_pending(&mut self, frame: &mut Frame)

Flush all queued 2D layers (sprites + primitives + text) into the current frame. Called automatically when a crate::Painter is dropped; call manually before stacking other passes (e.g. egui) when no painter was created.

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