Struct luminance::tess::Tess
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pub struct Tess<V> { /* fields omitted */ }
GPU typed tessellation.
The tessellation is typed with the vertex type.
Methods
impl<V> Tess<V> where
V: Vertex,
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V: Vertex,
fn new<'a, W, I>(mode: Mode, vertices: W, indices: I) -> Self where
TessVertices<'a, V>: From<W>,
V: 'a + Vertex,
I: Into<Option<&'a [u32]>>,
TessVertices<'a, V>: From<W>,
V: 'a + Vertex,
I: Into<Option<&'a [u32]>>,
Create a new tessellation.
The mode
argument gives the type of the primitives and how to interpret the vertices
and
indices
slices. If indices
is set to None
, the tessellation will use the vertices
as-is.
fn attributeless(mode: Mode, vert_nb: usize) -> Self
Create a tessellation that will procedurally generate its vertices (i.e. attribute-less).
You just have to give the Mode
to use and the number of vertices the tessellation must
have. You’ll be handed back a tessellation object that doesn’t actually hold anything. You
will have to generate the vertices on the fly in your shaders.
fn as_slice(&self) -> Result<BufferSlice<V>, TessMapError>
Get an immutable slice over the vertices stored on GPU.
fn as_slice_mut(&mut self) -> Result<BufferSliceMut<V>, TessMapError>
Get a mutable slice over the vertices stored on GPU.
Trait Implementations
impl<V: Debug> Debug for Tess<V>
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impl<V: Eq> Eq for Tess<V>
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impl<V: PartialEq> PartialEq for Tess<V>
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fn eq(&self, __arg_0: &Tess<V>) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, __arg_0: &Tess<V>) -> bool
This method tests for !=
.