Re-exports§
pub use primitives::*;
Modules§
- morph
- primitives
- Mesh generation for primitive shapes.
- skinning
Structs§
- Base
Mesh Pipeline Key - Our base mesh pipeline key bits start from the highest bit and go
downward. The PBR mesh pipeline key bits start from the lowest bit and
go upward. This allows the PBR bits in the downstream crate
bevy_pbrto coexist in the same field without any shifts. - GpuMesh
- The GPU-representation of a
Mesh. Consists of a vertex data buffer and an optional index data buffer. - Mesh
- A 3D object made out of vertices representing triangles, lines, or points, with “attribute” values for each vertex.
- Mesh
Plugin - Adds the
Meshas an asset and makes sure that they are extracted and prepared for the GPU. - Mesh
Vertex Attribute - Mesh
Vertex Attribute Id - Mesh
Vertex Buffer Layout - Mesh
Vertex Buffer Layout Ref - Describes the layout of the mesh vertices in GPU memory.
- Mesh
Vertex Buffer Layouts - Stores the single copy of each mesh vertex buffer layout.
- Missing
Vertex Attribute Error - Vertex
Attribute Descriptor
Enums§
- Generate
Tangents Error - Failed to generate tangents for the mesh.
- GpuBuffer
Info - The index/vertex buffer info of a
GpuMesh. - Indices
- An array of indices into the
VertexAttributeValuesfor a mesh. - Primitive
Topology - Primitive type the input mesh is composed of.
- Vertex
Attribute Values - Contains an array where each entry describes a property of a single vertex.
Matches the
VertexFormats.