Struct tetra::graphics::mesh::VertexBuffer[][src]

pub struct VertexBuffer { /* fields omitted */ }

Vertex data, stored in GPU memory.

This data can be drawn to the screen via a Mesh.


Creating a VertexBuffer is a relatively expensive operation. If you can, store them in your State struct rather than recreating them each frame.

Cloning a VertexBuffer is a very cheap operation, as the underlying data is shared between the original instance and the clone via reference-counting. This does mean, however, that updating a VertexBuffer will also update any other clones of that VertexBuffer.


impl VertexBuffer[src]

pub fn new(ctx: &mut Context, vertices: &[Vertex]) -> Result<VertexBuffer>[src]

Creates a new vertex buffer.

The buffer will be created with the BufferUsage::Dynamic usage hint - this can be overridden via the with_usage constructor.


pub fn with_usage(
    ctx: &mut Context,
    vertices: &[Vertex],
    usage: BufferUsage
) -> Result<VertexBuffer>

Creates a new vertex buffer, with the specified usage hint.

The GPU may optionally use the usage hint to optimize data storage and access.


pub fn set_data(&self, ctx: &mut Context, vertices: &[Vertex], offset: usize)[src]

Uploads new vertex data to the GPU.


Panics if the offset is out of bounds.

pub fn into_mesh(self) -> Mesh[src]

Creates a mesh using this buffer.

This is a shortcut for calling Mesh::new.

Trait Implementations

impl Clone for VertexBuffer[src]

impl Debug for VertexBuffer[src]

impl From<VertexBuffer> for Mesh[src]

impl PartialEq<VertexBuffer> for VertexBuffer[src]

impl StructuralPartialEq for VertexBuffer[src]

Auto Trait Implementations

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impl<T> Any for T where
    T: 'static + ?Sized

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    T: ?Sized

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

impl<T, U> Into<U> for T where
    U: From<T>, 

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    T: Clone

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    U: Into<T>, 

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