a vector made from a x and y coordinate.
a vector made from a x, y and z coordinate.
a vector made from a x, y, z and w coordinate.
Represents the parameters to use when drawing.
Implementation of Surface
, targeting the default framebuffer.
an interger vector made from a x and y coordinate.
a vector made from a x, y and z coordinate.
an interger vector made from a x, y, z and w coordinate.
A list of indices loaded in the graphics card’s memory.
input system. define actions and their key binds and then see if their pressing, pressed or released. get mouse position and how much its moved. you can use anythin that implements the Into<usize>
trait as an action, but it’s recommended to use an action enum.
a matrix often used for transformations in glium.
a matrix often used for transformations in glium.
a matrix often used for transformations in glium.
A combination of shaders linked together.
a 4 part vector often used to represent rotations. note that multiplication of quaternions
is applying transformations.
A two-dimensional texture containing floating-point data.
a vector made from a x and y coordinate.
a vector made from a x, y and z coordinate.
a vector made from a x, y, z and w coordinate.
A list of vertices loaded in the graphics card’s memory.
converts two bools into a -1.0 to 1.0 float value. useful for movement controls
create a double vector with an x and y coordinate.
create a double vector with an x, y and z coordinate.
create a double vector with an x, y, z and w coordinate.
create an interger vector with an x and y coordinate.
create a double vector with an x, y and z coordinate.
create a double vector with an x, y, z and w coordinate.
create a vector with an x and y coordinate.
create a vector with an x, y and z coordinate.
create a vector with an x, y, z and w coordinate.