Expand description

Graphics primitives.

Modules

Bundled sample shaders for basic sprite and text rendering.

Rust struct types that are compatible with the GLSL std140 memory layout.

Structs

Buffers a set of elements on the device.

Parameters for how the screen should be cleared.

Buffers a set of elements on the device.

Represents the runtime metadata required to configure and draw with a shader.

Represents a GPU resource for a texture.

Simple image atlas that adds padding to reduce mip map artifacts. Extra padding is added to packed images based on the number of mip levels. More mip levels means more space dedicated to padding.

Describes how a texture will be filtered. Different settings can improve texture rendering when viewing textures far away, or at steep angles.

Token to reference a texture with. Has basic configuration settings.

Stores a uniform on the device.

Describes an individual vertex attribute. These usually correspond to fields in a struct.

The input format a vertice will be converted from.

Describes how instancing will apply to verticies of this type.

The output format a vertice will be converted into.

Configuration settings for the window.

Enums

Enumeration for window display options.

Specifies what kind of primitives to render.

Specifies the type of an indice used in element array buffers.

Enumeration for all possible vsync settings.

Traits

A trait to describe a shader’s inputs and outputs so they can be represented without using the heap.

A trait to describe vertices that will be consumed by a shader. The INSTANCING field describes if vertices with this VertexDescriptor will be drawn instanced or non instanced. The ATTRIBUTES field describes the fields contained in your vertex struct.