Struct rin_gl::VaoMesh [−][src]
pub struct VaoMesh<T> { /* fields omitted */ }
Contains geometry in RAM and GPU memory and updates the GPU version before drawing if the RAM version changed since the last draw
See Mesh for more info
Implementations
impl<T: Clone + 'static> VaoMesh<T>
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impl<T: Clone + 'static> VaoMesh<T>
[src]pub fn mesh(&self) -> &Mesh<T>
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pub fn mesh_mut(&mut self) -> &mut Mesh<T>
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pub fn primitive_type(&self) -> PrimitiveType
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pub fn set_primitive_type(&mut self, ty: PrimitiveType)
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pub fn vao(&self) -> &SimpleVao<T>
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pub fn vao_mut(&mut self) -> &mut SimpleVao<T>
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Trait Implementations
impl<T: Clone + VertexFormat + 'static> Render3d for VaoMesh<T>
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impl<T: Clone + VertexFormat + 'static> Render3d for VaoMesh<T>
[src]fn render<R: RenderSurface>(&self, gl: &Renderer<'_, R>)
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impl<'a, T: Clone + 'static> VaoRange for &'a VaoMesh<T>
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impl<'a, T: Clone + 'static> VaoRange for &'a VaoMesh<T>
[src]fn id(&self) -> GLuint
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fn start(&self) -> usize
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fn end(&self) -> usize
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fn count(&self) -> usize
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fn num_indices(&self) -> usize
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fn num_vertices(&self) -> usize
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fn has_indices(&self) -> bool
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fn base_vertex(&self) -> Option<i32>
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fn base_instance(&self) -> Option<u32>
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Auto Trait Implementations
impl<T> !RefUnwindSafe for VaoMesh<T>
impl<T> !Send for VaoMesh<T>
impl<T> !Sync for VaoMesh<T>
impl<T> Unpin for VaoMesh<T> where
T: Unpin,
T: Unpin,
impl<T> !UnwindSafe for VaoMesh<T>
Blanket Implementations
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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