SourceClass Tessellator
from egui import Tessellatorclass Tessellator:Converts Shapes into triangles (Mesh).
For performance reasons it is smart to reuse the same Tessellator.
Methods§
Sourcedef set_clip_rect(self, /, clip_rect: Rect) -> None§
Set the Rect to use for culling.
Sourcedef tessellate_circle(self, /, shape: CircleShape, out: Mesh) -> None§
Tessellate a single CircleShape into a Mesh.
shape: the circle to tessellate.out: triangles are appended to this.
Sourcedef tessellate_clipped_shape(self, /, clipped_shape: Any) -> list[ClippedPrimitive]§
Tessellate a clipped shape into a list of primitives.
Sourcedef tessellate_cubic_bezier(self, /, cubic_shape: CubicBezierShape, out: Mesh) -> None§
Tessellate a single CubicBezierShape into a Mesh.
cubic_shape: the shape to tessellate.out: triangles are appended to this.
Sourcedef tessellate_ellipse(self, /, shape: EllipseShape, out: Mesh) -> None§
Tessellate a single EllipseShape into a Mesh.
shape: the ellipse to tessellate.out: triangles are appended to this.
def tessellate_line(self, /, points: Sequence[Pos2], stroke: Stroke, out: Mesh) -> None§
Sourcedef tessellate_line_segment(self, /, points: Sequence[Pos2], stroke: Stroke, out: Mesh) -> None§
Tessellate a line segment between the two points with the given stroke into a Mesh.
shape: the mesh to tessellate.out: triangles are appended to this.
Sourcedef tessellate_mesh(self, /, mesh: Mesh, out: Mesh) -> None§
Sourcedef tessellate_path(self, /, path_shape: PathShape, out: Mesh) -> None§
Sourcedef tessellate_quadratic_bezier(self, /, quadratic_shape: QuadraticBezierShape, out: Mesh) -> None§
Tessellate a single QuadraticBezierShape into a Mesh.
quadratic_shape: the shape to tessellate.out: triangles are appended to this.
Sourcedef tessellate_rect(self, /, shape: RectShape, mesh: Mesh) -> None§
Sourcedef tessellate_shape(self, /, shape: Any, mesh: Mesh) -> None§
Tessellate a single Shape into a Mesh.
This call can panic the given shape is of Shape.Vec or Shape.Callback.
For that, use egui.Tessellator.tessellate_clipped_shape instead.
* shape: the shape to tessellate.
Sourcedef tessellate_shapes(self, /, shapes: Any) -> list[ClippedPrimitive]§
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: Whategui.TextureAtlas.prepared_discsreturns. Can safely be set to an empty vec.
The implementation uses a Tessellator.
Returns
A list of clip rectangles with matching Mesh.