Represents the parameters to use when drawing.
Implementation of Surface
, targeting the default framebuffer.
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 normal used for rendering by glium. stores vertex direction. equivelant to normal
in vertex shader and v_normal
in fragment shader.
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 texture coordinate used for rendering by glium. also called a uv. stores uvs. equivelant to texture_coords
in vertex shader and uv
in fragment shader.
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 vertex used for rendering by glium. stores vertex position. equivelant to position
in vertex shader and v_position
in fragment shader.
A list of vertices loaded in the graphics card’s memory.
a vertex colour used for rendering by glium. stores vertex colour. equivelant to colour
in vertex shader and v_colour
in fragment shader.