Struct skeletal_animation::skinned_renderer::SkinnedRenderer [] [src]

pub struct SkinnedRenderer<R: Resources, T: Transform> {
    // some fields omitted
}

Methods

impl<'a, R: Resources, T: Transform + HasShaderSources<'a>> SkinnedRenderer<R, T>

fn from_collada_with_canvas<C: CommandBuffer<R>, F: Factory<R>, O: Output<R>, D: Device<Resources=R, CommandBuffer=C>>(canvas: &mut Canvas<O, D, F>, collada_document: ColladaDocument, texture_paths: Vec<&str>) -> Result<SkinnedRenderer<R, T>, ProgramError>

fn from_collada<F: Factory<R>, D: Device>(factory: &mut F, device: &D, collada_document: ColladaDocument, texture_paths: Vec<&str>) -> Result<SkinnedRenderer<R, T>, ProgramError>

fn render_canvas<C: CommandBuffer<R>, F: Factory<R>, O: Output<R>, D: Device<Resources=R, CommandBuffer=C>>(&mut self, canvas: &mut Canvas<O, D, F>, view: [[f32; 4]; 4], projection: [[f32; 4]; 4], joint_poses: &[T])

fn render<C: CommandBuffer<R>, F: Factory<R>, O: Output<R>>(&mut self, renderer: &mut Renderer<R, C>, factory: &mut F, output: &O, view: [[f32; 4]; 4], projection: [[f32; 4]; 4], joint_poses: &[T])

fn calculate_skinning_transforms(&self, global_poses: &[T]) -> Vec<T>

TODO - don't allocate a new vector