Expand description
This crates provides means to deal with vertex buffers and meshes.
Attribute
and VertexFormat
allow vertex structure to declare semantics.
Mesh
can be created from typed vertex structures and provides mechanism to bind
vertex attributes required by shader interface.
Structs§
- An iterator adapter that generates a list of attributes with given formats and names
- A unique identifier for vertex attribute of given name, format and array index.
- Vertex attribute type.
- Type for color attribute of vertex
- Error type returned by
Mesh::bind
in case of mesh’s vertex buffers are incompatible with requested vertex formats. - Index buffer with it’s type
- Single mesh is a collection of buffer ranges that provides available attributes. Usually exactly one mesh is used per draw call.
- Generics-free mesh builder.
- Full vertex transformation attribute. Typically provided on per-instance basis. It takes 4 attribute locations.
- Type for texture coord attribute of vertex
- Vertex format with position and RGBA8 color attributes.
- Vertex format with position, color and normal attributes.
- Vertex format with position and normal attributes.
- Vertex format with position, normal, tangent, and UV texture coordinate attributes.
- Vertex format with position, normal and UV texture coordinate attributes.
- Vertex format with position and UV texture coordinate attributes.
- Type for position attribute of vertex.
- Type for tangent attribute of vertex. W represents handedness and should always be 1 or -1
- Type for texture coord attribute of vertex
- Vertex buffer with it’s format
- Vertex format contains information to initialize graphics pipeline Attributes must be sorted by offset.
Enums§
- Abstracts over two types of indices and their absence.
Traits§
- Trait for vertex attributes to implement
- Represent types that can be interpreted as list of vertex attributes.
- Trait implemented by all valid vertex formats.
Functions§
- Retreive a unique identifier for vertex attribute of given name, format and array index.