Enum nannou::ui::backend::glium::glium::index::PrimitiveType[][src]

pub enum PrimitiveType {
    Points,
    LinesList,
    LinesListAdjacency,
    LineStrip,
    LineStripAdjacency,
    LineLoop,
    TrianglesList,
    TrianglesListAdjacency,
    TriangleStrip,
    TriangleStripAdjacency,
    TriangleFan,
    Patches {
        vertices_per_patch: u16,
    },
}

Variants

Each vertex is an individual point.

Vertices are grouped by chunks of two vertices. Each chunk represents a line.

Vertices are grouped by chunks of four vertices. The second and third vertices of each chunk represents the line.

Adjacency information doesn't do anything per-se, but is passed to the geometry shader if there is any. The first vertex represents the vertex adjacent to the second vertex. The fourth vertex represents the vertex adjacent to the third vertex.

Each vertex (except the last one) forms a line with the next vertex.

For example vertices 0 and 1 form a line, vertices 1 and 2 form a line, vertices 2 and 3 form a line, etc.

Similar to LineStrip, but with an additional vertex at the beginning and at the end that represent the vertices adjacent to the first and last ones.

Adjacency information doesn't do anything per-se, but is passed to the geometry shader if there is any.

Each vertex forms a line with the next vertex. The last vertex form a line with the first one.

Vertices are grouped by chunks of three vertices. Each chunk represents a triangle.

The order of the vertices is important, as it determines whether the triangle will be clockwise or counter-clockwise. See BackfaceCulling for more infos.

Vertices are grouped by chunks of six vertices. The first, third and fifth vertices represent a triangle.

The order of the vertices is important, as it determines whether the triangle will be clockwise or counter-clockwise. See BackfaceCulling for more infos.

Adjacency information doesn't do anything per-se, but is passed to the geometry shader if there is any. The second vertex represents the vertex adjacent to the first and third vertices. The fourth vertex represents the vertex adjacent to the third and fifth vertices. The sixth vertex represents the vertex adjacent to the first and fifth vertices.

Each vertex (except the first one and the last one) forms a triangle with the previous and the next vertices.

For example vertices 0, 1, 2 form a triangle, 1, 2, 3 form a triangle, 2, 3, 4 form a triangle, 3, 4, 5 form a triangle, etc.

Each uneven triangle is reversed so that all triangles are facing the same direction.

Each even vertex forms a triangle with vertices n+2 and n+4.

Each uneven vertex is adjacent to the previous and next ones. Adjacency information doesn't do anything per-se, but is passed to the geometry shader if there is any.

Starting at the second vertex, each vertex forms a triangle with the next and the first vertices.

For example vertices 0, 1, 2 form a triangle, 0, 2, 3 form a triangle, 0, 3, 4 form a triangle, 0, 4, 5 form a triangle, etc.

Vertices are grouped by chunks of vertices_per_patch vertices.

This primitives type can only be used in conjunction with a tessellation shader. The tessellation shader will indicate how each patch will be divided into lines or triangles.

Fields of Patches

Number of vertices per patch.

Methods

impl PrimitiveType
[src]

Returns true if the backend supports this type of primitives.

Trait Implementations

impl Clone for PrimitiveType
[src]

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl Debug for PrimitiveType
[src]

Formats the value using the given formatter. Read more

impl Copy for PrimitiveType
[src]

impl Eq for PrimitiveType
[src]

impl PartialEq<PrimitiveType> for PrimitiveType
[src]

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations