Struct three_d::object::InstancedMesh [−][src]
Similar to Mesh, except it is possible to render many instances of the same triangle mesh efficiently.
Implementations
impl InstancedMesh
[src]
pub fn new(
context: &Context,
transformations: &[Mat4],
cpu_mesh: &CPUMesh
) -> Result<Self, Error>
[src]
context: &Context,
transformations: &[Mat4],
cpu_mesh: &CPUMesh
) -> Result<Self, Error>
Constructs a new InstancedMesh from the given CPUMesh. The mesh is rendered in as many instances as there are transformation matrices in the transformations parameter. Each instance is transformed with the given transformation before it is rendered. The transformations can be updated by the update_transformations function.
pub fn render_depth(
&self,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
[src]
&self,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
Render only the depth of the instanced mesh into the current depth render target which is useful for shadow maps or depth pre-pass. Must be called in a render target render function, for example in the callback function of Screen::write. The transformation can be used to position, orientate and scale the instanced mesh.
pub fn render_color(
&self,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
[src]
&self,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
Render the instanced mesh with a color per triangle vertex. The colors are defined when constructing the instanced mesh. Must be called in a render target render function, for example in the callback function of Screen::write. The transformation can be used to position, orientate and scale the instanced mesh.
Errors
Will return an error if the instanced mesh has no colors.
pub fn render_with_color(
&self,
color: &Vec4,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
[src]
&self,
color: &Vec4,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
Render the instanced mesh with the given color. Must be called in a render target render function, for example in the callback function of Screen::write. The transformation can be used to position, orientate and scale the instanced mesh.
pub fn render_with_texture(
&self,
texture: &dyn Texture,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
[src]
&self,
texture: &dyn Texture,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
Render the instanced mesh with the given texture. Must be called in a render target render function, for example in the callback function of Screen::write. The transformation can be used to position, orientate and scale the instanced mesh.
Errors
Will return an error if the instanced mesh has no uv coordinates.
pub fn render(
&self,
program: &InstancedMeshProgram,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
[src]
&self,
program: &InstancedMeshProgram,
render_states: RenderStates,
viewport: Viewport,
transformation: &Mat4,
camera: &Camera
) -> Result<(), Error>
Render the instanced mesh with the given InstancedMeshProgram. Must be called in a render target render function, for example in the callback function of Screen::write. The transformation can be used to position, orientate and scale the instanced mesh.
Errors
Will return an error if the instanced mesh shader program requires a certain attribute and the instanced mesh does not have that attribute. For example if the program needs the normal to calculate lighting, but the mesh does not have per vertex normals, this function will return an error.
pub fn update_transformations(&mut self, transformations: &[Mat4])
[src]
Updates the transformations applied to each mesh instance before they are rendered. The mesh is rendered in as many instances as there are transformation matrices.
Trait Implementations
impl Drop for InstancedMesh
[src]
Auto Trait Implementations
impl !RefUnwindSafe for InstancedMesh
impl !Send for InstancedMesh
impl !Sync for InstancedMesh
impl Unpin for InstancedMesh
impl UnwindSafe for InstancedMesh
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,