pub struct WarpMeshScene { /* private fields */ }Expand description
The warp mesh scene (ADR-0113).
Implementations§
Source§impl WarpMeshScene
impl WarpMeshScene
Sourcepub fn new(
device: &Device,
surface_format: TextureFormat,
tier_mesh: (u32, u32),
max_segments: usize,
) -> Self
pub fn new( device: &Device, surface_format: TextureFormat, tier_mesh: (u32, u32), max_segments: usize, ) -> Self
Build the CPU-side state. GPU resources are deferred to the first render
(module docs). tier_mesh is the active tier’s
mesh_grid.
Sourcepub fn mesh(&self) -> (u32, u32)
pub fn mesh(&self) -> (u32, u32)
The grid this scene actually draws, after the tier clamp. The renderer
calls the same clamp_grid on the same request, so the per-vertex
series it sends is exactly this long.
Auto Trait Implementations§
impl Freeze for WarpMeshScene
impl !RefUnwindSafe for WarpMeshScene
impl Send for WarpMeshScene
impl Sync for WarpMeshScene
impl Unpin for WarpMeshScene
impl UnsafeUnpin for WarpMeshScene
impl !UnwindSafe for WarpMeshScene
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more