Function me3_framework::overlay::epaint::tessellator::tessellate_shapes
source · [−]pub fn tessellate_shapes(
pixels_per_point: f32,
options: TessellationOptions,
font_tex_size: [usize; 2],
prepared_discs: Vec<PreparedDisc, Global>,
shapes: Vec<ClippedShape, Global>
) -> Vec<ClippedPrimitive, Global>ⓘNotable traits for Vec<u8, A>impl<A> Write for Vec<u8, A>where
A: Allocator,
Expand description
Turns Shape
:s into sets of triangles.
The given shapes will tessellated in the same order as they are given. They will be batched together by clip rectangle.
pixels_per_point
: number of physical pixels to each logical pointoptions
: tessellation qualityshapes
: what to tessellatefont_tex_size
: size of the font texture. Required to normalize glyph uv rectangles when tessellating text.prepared_discs
: WhatTextureAtlas::prepared_discs
returns. Can safely be set to an empty vec.
The implementation uses a Tessellator
.
Returns
A list of clip rectangles with matching Mesh
.