[][src]Struct sfml::graphics::Vertex

#[repr(C)]
pub struct Vertex {
    pub position: Vector2f,
    pub color: Color,
    pub tex_coords: Vector2f,
}

Define a point with color and texture coordinates.

A vertex is an improved point.

It has a position and other extra attributes that will be used for drawing: in SFML, vertices also have a color and a pair of texture coordinates.

The vertex is the building block of drawing. Everything which is visible on screen is made of vertices. They are grouped as 2D primitives (triangles, quads, ...), and these primitives are grouped to create even more complex 2D entities such as sprites, texts, etc.

If you use the graphical entities of SFML (sprite, text, shape) you won't have to deal with vertices directly. But if you want to define your own 2D entities, such as tiled maps or particle systems, using vertices will allow you to get maximum performances.

Example:

// define a 100x100 square, red, with a 10x10 texture mapped on it
let vertices = [
    Vertex::new(Vector2f::new(  0.,   0.), Color::RED, Vector2f::new( 0.,  0.)),
    Vertex::new(Vector2f::new(  0., 100.), Color::RED, Vector2f::new( 0., 10.)),
    Vertex::new(Vector2f::new(100., 100.), Color::RED, Vector2f::new(10., 10.)),
    Vertex::new(Vector2f::new(100.,   0.), Color::RED, Vector2f::new(10.,  0.)),
];
// draw it
window.draw_primitives(&vertices, PrimitiveType::Quads, RenderStates::default());

Note: although texture coordinates are supposed to be an integer amount of pixels, their type is float because of some buggy graphics drivers that are not able to process integer coordinates correctly.

Fields

position: Vector2f

2D position of the vertex

color: Color

Color of the vertex.

tex_coords: Vector2f

Coordinates of the texture's pixel to map to the vertex.

Methods

impl Vertex[src]

pub fn new<P: Into<Vector2f>>(
    position: P,
    color: Color,
    tex_coords: Vector2f
) -> Self
[src]

Create a new Vertex

Arguments

  • position - Position of the vertex
  • color - Color of the vertex
  • tex_coords - Texture coordinate of the vertex

Return a Vertex

pub fn with_pos<P: Into<Vector2f>>(position: P) -> Self[src]

Create a new Vertex whit a position

Arguments

  • position - Position of the vertex

Default

  • color - white
  • tex_coords - (0., 0.)

Return a Vertex

pub fn with_pos_color<P: Into<Vector2f>>(position: P, color: Color) -> Vertex[src]

Create a new Vertex with the position and the color

Arguments

  • position - Position of the vertex
  • color - Color of the vertex

Default

  • tex_coords - (0., 0)

Return a Vertex

pub fn with_pos_coords<P: Into<Vector2f>>(
    position: P,
    tex_coords: Vector2f
) -> Vertex
[src]

Create a new Vertex whit the position and the texture coordinates

Arguments

  • position - Position of the vertex
  • tex_coords - Texture coordinate of the vertex

Default

  • color - white

Return a Vertex

Trait Implementations

impl Clone for Vertex[src]

impl Copy for Vertex[src]

impl Default for Vertex[src]

Create a new default Vertex

Default

  • position - (0., 0.)
  • color - white
  • tex_coords - (0., 0.)

Return a Vertex

impl Debug for Vertex[src]

Auto Trait Implementations

impl Send for Vertex

impl Sync for Vertex

impl Unpin for Vertex

impl UnwindSafe for Vertex

impl RefUnwindSafe for Vertex

Blanket Implementations

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

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

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

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]