Expand description
Type declarations for the rend3 3D rendering crate.
This is reexported in the rend3 crate proper and includes all the “surface” api arguments.
Re-exports§
pub use glam;
Structs§
- Backends
- Represents the backends that wgpu will use.
- Camera
- Describes how the camera should look at the scene.
- Color
- RGBA double precision color.
- Directional
Light - Describes how directional lights (sun lights) and their shadows should be processed.
- Directional
Light Change - Describes a modification to a DirectionalLight.
- Mesh
- A mesh that may be used by many objects.
- Mesh
Builder - Easy to use builder for a
Mesh
that deals with common operations for you. - Object
- An object in the world that is composed of a
Mesh
andMaterial
. - Object
Change - Describes a modification to a Object.
- RawResource
Handle - Non-owning resource handle.
- Resource
Handle - Owning resource handle. Used as part of rend3’s interface.
- Skeleton
- A Skeleton stores the necessary data to do vertex skinning for an Object.
- Texture
- A bitmap image used as a data source for a texture.
- Texture
From Texture - Describes a texture made from the mipmaps of another texture.
- Texture
Usages - Different ways that you can use a texture.
Enums§
- Backend
- Backends supported by wgpu.
- Camera
Projection - Describes how the world should be projected into the camera.
- Device
Type - Supported physical device types.
- Handedness
- Describes the “Handedness” of a given coordinate system. Affects math done in the space.
- Mesh
Validation Error - Error returned from mesh validation.
- Mipmap
Count - The count of mipmap levels a texture should have.
- Mipmap
Source - How texture mipmaps get generated.
- Object
Mesh Kind - Source of a mesh for an object.
- Present
Mode - Behavior of the presentation engine based on frame rate.
- Sample
Count - The sample count when doing multisampling.
- Texture
Format - Underlying texture data format.
- Vertex
Buffer Type - Identifies the semantic use of a vertex buffer.
Constants§
- MAX_
VERTEX_ COUNT - The maximum amount of vertices any one object can have.
Traits§
- Material
- Interface that all materials must use.
Type Aliases§
- Directional
Light Handle - Refcounted handle to a DirectionalLight.
- Material
Handle - Refcounted handle to a MaterialTag.
- Mesh
Handle - Refcounted handle to a Mesh.
- Object
Handle - Refcounted handle to a Object.
- RawDirectional
Light Handle - Internal non-owning handle to a DirectionalLight.
- RawMaterial
Handle - Internal non-owning handle to a MaterialTag.
- RawMesh
Handle - Internal non-owning handle to a Mesh.
- RawObject
Handle - Internal non-owning handle to a Object.
- RawSkeleton
Handle - Internal non-owning handle to a Skeleton.
- RawTexture
Handle - Internal non-owning handle to a Texture.
- Skeleton
Handle - Refcounted handle to a Skeleton.
- Texture
Handle - Refcounted handle to a Texture.