3D and 2D Game Engine.
Core data structures and algorithms used throughout rg3d.
UI scaling is important, so read the docs for this module if you don’t want to be confused.
Engine is container for all subsystems (renderer, ui, sound, resource manager). It also creates a window and an OpenGL context.
Event enum and assorted supporting types.
EventLoop struct and assorted supporting types, including
Extendable, retained mode, graphics API agnostic UI library.
Material is a set of parameters for a shader. This module contains everything related to materials.
Types useful for interacting with a user’s monitors.
Contains traits with platform-specific methods in them.
Renderer is a “workhorse” of the engine, it draws scenes (both 3D and 2D), user interface, debug geometry and has an ability to add user-defined render passes. Current renderer implementation is not very flexible, but should cover 95% of use cases.
Everything related to resources.
Contains all structures and methods to create and manage 3D scenes.
Sound library for games and interactive applications.
Utilities module provides set of commonly used algorithms.
Window struct and associated types.
A context which has an underlying window, which may or may not be stored separately.
Describes a possible format.
Describes how the backend should choose a pixel format.
A type that
Contexts which might possibly be currently current on some
thread take as a generic.
All APIs related to OpenGL that you can possibly get while using glutin.
Error that can happen while creating a window or a headless renderer.
Describes the OpenGL API and version that are being requested when a context is created.
The behavior of the driver when you change the current context.
The minimum core profile GL context. Useful for getting the minimum required GL version while still running on OSX, which often forbids the compatibility profile features.