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10 changes: 6 additions & 4 deletions examples/geometry/src/main.rs
Original file line number Diff line number Diff line change
Expand Up @@ -83,7 +83,7 @@ mod rainbow {

let mesh = Mesh::Solid {
buffers: mesh::Indexed {
vertices: vec![
vertices: [
SolidVertex2D {
position: posn_center,
color: color::pack([1.0, 1.0, 1.0, 1.0]),
Expand Down Expand Up @@ -120,8 +120,9 @@ mod rainbow {
position: posn_l,
color: color::pack(color_v),
},
],
indices: vec![
]
.into(),
indices: [
0, 1, 2, // TL
0, 2, 3, // T
0, 3, 4, // TR
Expand All @@ -130,7 +131,8 @@ mod rainbow {
0, 6, 7, // B
0, 7, 8, // BL
0, 8, 1, // L
],
]
.into(),
},
transformation: Transformation::IDENTITY,
clip_bounds: Rectangle::INFINITE,
Expand Down
6 changes: 4 additions & 2 deletions graphics/src/mesh.rs
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,8 @@ use crate::gradient;

use bytemuck::{Pod, Zeroable};

use std::sync::Arc;

/// A low-level primitive to render a mesh of triangles.
#[derive(Debug, Clone, PartialEq)]
pub enum Mesh {
Expand Down Expand Up @@ -70,12 +72,12 @@ impl Mesh {
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct Indexed<T> {
/// The vertices of the mesh
pub vertices: Vec<T>,
pub vertices: Arc<[T]>,

/// The list of vertex indices that defines the triangles of the mesh.
///
/// Therefore, this list should always have a length that is a multiple of 3.
pub indices: Vec<u32>,
pub indices: Arc<[u32]>,
}

/// A two-dimensional vertex with a color.
Expand Down
8 changes: 4 additions & 4 deletions wgpu/src/geometry.rs
Original file line number Diff line number Diff line change
Expand Up @@ -537,8 +537,8 @@ impl BufferStack {
Buffer::Solid(buffer) if !buffer.indices.is_empty() => {
Some(Mesh::Solid {
buffers: mesh::Indexed {
vertices: buffer.vertices,
indices: buffer.indices,
vertices: buffer.vertices.into(),
indices: buffer.indices.into(),
},
clip_bounds,
transformation: Transformation::IDENTITY,
Expand All @@ -547,8 +547,8 @@ impl BufferStack {
Buffer::Gradient(buffer) if !buffer.indices.is_empty() => {
Some(Mesh::Gradient {
buffers: mesh::Indexed {
vertices: buffer.vertices,
indices: buffer.indices,
vertices: buffer.vertices.into(),
indices: buffer.indices.into(),
},
clip_bounds,
transformation: Transformation::IDENTITY,
Expand Down
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