Struct rovr::render::Frame [-] [+] [src]

pub struct Frame<'a> {
    // some fields omitted
}

A single frame. All OpenGL rendering to both eyes' frame buffers should happen while this object is alive. When going out of scope, the Oculus SDK will complete the rendering process, including post-processing and any necessary buffer swapping.

Methods

impl<'a> Frame<'a>

fn new(owning_context: &'a RenderContext, texture_binding: &'a TextureBinding) -> Frame<'a>

Start a frame.

fn eye_poses(&self) -> IntoIter<FrameEyePose>

Get an iterable list of eye poses that should be drawn for this frame. These are returned in the suggested rendering order.

Trait Implementations

impl<'a> Drop for Frame<'a>

fn drop(&mut self)