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§
- Represents the backends that wgpu will use.
- Describes how the camera should look at the scene.
- RGBA double precision color.
- Describes how directional lights (sun lights) and their shadows should be processed.
- Describes a modification to a DirectionalLight.
- A mesh that may be used by many objects.
- Easy to use builder for a
Mesh
that deals with common operations for you. - Describes a modification to a Object.
- Non-owning resource handle.
- Owning resource handle. Used as part of rend3’s interface.
- A Skeleton stores the necessary data to do vertex skinning for an Object.
- A bitmap image used as a data source for a texture.
- Describes a texture made from the mipmaps of another texture.
- Different ways that you can use a texture.
Enums§
- Backends supported by wgpu.
- Describes how the world should be projected into the camera.
- Supported physical device types.
- Describes the “Handedness” of a given coordinate system. Affects math done in the space.
- Error returned from mesh validation.
- The count of mipmap levels a texture should have.
- How texture mipmaps get generated.
- Source of a mesh for an object.
- Behavior of the presentation engine based on frame rate.
- The sample count when doing multisampling.
- Underlying texture data format.
- Identifies the semantic use of a vertex buffer.
Constants§
- The maximum amount of vertices any one object can have.
Traits§
- Interface that all materials must use.
Type Aliases§
- Refcounted handle to a DirectionalLight.
- Refcounted handle to a MaterialTag.
- Refcounted handle to a Mesh.
- Refcounted handle to a Object.
- Internal non-owning handle to a DirectionalLight.
- Internal non-owning handle to a MaterialTag.
- Internal non-owning handle to a Mesh.
- Internal non-owning handle to a Object.
- Internal non-owning handle to a Skeleton.
- Internal non-owning handle to a Texture.
- Refcounted handle to a Skeleton.
- Refcounted handle to a Texture.