Add some simple overview documentation to the partitioner crate
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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//! Processes paths into *mesh libraries*, which are vertex buffers ready to be uploaded to the
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//! GPU and rendered with the supplied shaders.
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//!
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//! *Partitioning* is the process of cutting up a filled Bézier path into *B-quads*. A B-quad is
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//! the core primitive that Pathfinder renders; it is a trapezoid-like shape that consists of
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//! vertical sides on the left and right and Bézier curve segments and/or lines on the top and
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//! bottom. Path partitioning is typically O(*n* log *n*) in the number of path commands.
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//!
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//! If you have a static set of paths (for example, one specific font), you may wish to run the
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//! partitioner as a preprocessing step and store the resulting mesh library on disk. To aid this
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//! use case, mesh libraries can be serialized into a simple binary format. Of course, meshes can
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//! also be generated dynamically and rendered on the fly.
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extern crate bincode;
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extern crate bit_vec;
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extern crate byteorder;
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@ -31,6 +44,7 @@ pub mod partitioner;
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mod normal;
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/// The fill rule.
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#[repr(C)]
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#[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
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pub enum FillRule {
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