pub struct RenderApi<'a> {
active_tex: &'a mut c_uint,
batch: &'a mut Batch,
atlas: &'a mut Vec<Atlas>,
current_atlas: &'a mut usize,
program: &'a mut TextShaderProgram,
dual_source_blending: bool,
}
Fields§
§active_tex: &'a mut c_uint
§batch: &'a mut Batch
§atlas: &'a mut Vec<Atlas>
§current_atlas: &'a mut usize
§program: &'a mut TextShaderProgram
§dual_source_blending: bool
Trait Implementations§
source§impl<'a> LoadGlyph for RenderApi<'a>
impl<'a> LoadGlyph for RenderApi<'a>
source§fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph
fn load_glyph(&mut self, rasterized: &RasterizedGlyph) -> Glyph
Load the rasterized glyph into GPU memory.
source§impl<'a> TextRenderApi<Batch> for RenderApi<'a>
impl<'a> TextRenderApi<Batch> for RenderApi<'a>
source§fn render_batch(&mut self)
fn render_batch(&mut self)
Render the underlying data.
source§fn add_render_item(
&mut self,
cell: &RenderableCell,
glyph: &Glyph,
size_info: &SizeInfo
)
fn add_render_item( &mut self, cell: &RenderableCell, glyph: &Glyph, size_info: &SizeInfo )
Add item to the rendering queue.
source§fn draw_cell(
&mut self,
cell: RenderableCell,
glyph_cache: &mut GlyphCache,
size_info: &SizeInfo
)
fn draw_cell( &mut self, cell: RenderableCell, glyph_cache: &mut GlyphCache, size_info: &SizeInfo )
Draw cell.