[][src]Struct quicksilver::graphics::Mesh

pub struct Mesh {
    pub vertices: Vec<Vertex>,
    pub triangles: Vec<GpuTriangle>,
}

A way to store rendered objects without having to re-process them

Fields

vertices: Vec<Vertex>

All the vertices in the mesh

triangles: Vec<GpuTriangle>

All the triangles in the mesh

Methods

impl Mesh[src]

pub fn new() -> Mesh[src]

Create a new, empty mesh

This allocates, so hold on to meshes rather than creating and destroying them

pub fn clear(&mut self)[src]

Clear the mesh, removing anything that has been drawn to it

pub fn add_positioned_vertices(
    &mut self,
    vertices: impl Iterator<Item = Vector>,
    trans: Transform,
    tex_trans: Option<Transform>,
    bkg: Background
) -> u32
[src]

Add vertices from an iterator, some transforms, and a background

pub fn extend(&mut self, other: &Mesh)[src]

Add all the data from the other mesh into this mesh

Auto Trait Implementations

impl !Send for Mesh

impl !Sync for Mesh

impl Unpin for Mesh

impl UnwindSafe for Mesh

impl !RefUnwindSafe for Mesh

Blanket Implementations

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> From<T> for T[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> SetParameter for T

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<SS, SP> SupersetOf<SS> for SP where
    SS: SubsetOf<SP>, 
[src]

impl<V, T> VZip<V> for T where
    V: MultiLane<T>, 

impl<T> Downcast for T where
    T: Any