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In order to draw, you need to provide a way for the video card to know how to link primitives together.

There are eleven types of primitives, each one with a corresponding struct:

  • PointsList
  • LinesList
  • LinesListAdjacency
  • LineStrip
  • LineStripAdjacency
  • TrianglesList
  • TrianglesListAdjacency
  • TriangleStrip
  • TriangleStripAdjacency
  • TriangleFan
  • Patches

There are two ways to specify the indices that must be used:

  • Passing a reference to an IndexBuffer, which contains a list of indices.
  • NoIndices, in which case the vertices will be used in the order in which they are in the vertex buffer.

§Multidraw indirect

In addition to indices, you can also use multidraw indirect rendering.

The idea is to put a list of things to render in a buffer, and pass that buffer to OpenGL.

Structs§

DrawCommandIndices
Represents an element in a list of draw commands.
DrawCommandNoIndices
Represents an element in a list of draw commands.
DrawCommandsIndicesBuffer
A buffer containing a list of draw commands.
DrawCommandsNoIndicesBuffer
A buffer containing a list of draw commands.
IndexBuffer
A list of indices loaded in the graphics card’s memory.
IndexBufferAny
An IndexBuffer without any type information.
IndexBufferSlice
Slice of an IndexBuffer.
NoIndices
Marker that can be used as an indices source when you don’t need indices.

Enums§

BufferCreationError
Error that can happen while creating an index buffer.
IndexType
Type of the indices in an index source.
IndicesSource
Describes a source of indices used for drawing.
PrimitiveType
List of available primitives.

Traits§

Index
An index from the index buffer.