[][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

All the vertices in the mesh

All the triangles in the mesh

Methods

impl Mesh
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Create a new, empty mesh

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

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

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

Add all the data from the other mesh into this mesh

Auto Trait Implementations

impl !Send for Mesh

impl !Sync for Mesh

Blanket Implementations

impl<T> From for T
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impl<T, U> Into for T where
    U: From<T>, 
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impl<T, U> TryFrom for T where
    T: From<U>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
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impl<T> BorrowMut for T where
    T: ?Sized
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impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> SetParameter for T

Sets value as a parameter of self.

impl<T> Erased for T

impl<T> Same for T

Should always be Self

impl<SS, SP> SupersetOf for SP where
    SS: SubsetOf<SP>, 
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