pub struct InstancedMesh { /* private fields */ }
Expand description

Similar to Mesh, except it is possible to render many instances of the same mesh efficiently.

Implementations

Creates a new 3D mesh from the given CpuMesh. All data in the CpuMesh is transfered to the GPU, so make sure to remove all unnecessary data from the CpuMesh before calling this method. The mesh is rendered in as many instances as there are Instance structs given as input. The transformation and texture transform in Instance are applied to each instance before they are rendered.

Returns the local to world transformation applied to all instances.

Set the local to world transformation applied to all instances.

Get the texture transform applied to the uv coordinates of all of the instances.

Set the texture transform applied to the uv coordinates of all of the model instances. This is multiplied to the texture transform for each instance.

Returns the number of instances that is rendered.

Use this if you only want to render instance 0 through to instance instance_count. This is the same as changing the instances using set_instances, except that it is faster since it doesn’t update any buffers. instance_count will be set to the number of instances when they are defined by set_instances, so all instanced are rendered by default.

Returns all instances

Create an instance for each element with the given mesh and texture transforms.

Trait Implementations

Returns the AxisAlignedBoundingBox for this geometry in the global coordinate system. Read more

Render the geometry with the given material. Must be called in a render target render function, for example in the callback function of Screen::write. You can use an empty array for the lights argument, if you know the object does not require lights to be rendered. Read more

Auto Trait Implementations

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