MotionVectorRenderer

Struct MotionVectorRenderer 

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pub struct MotionVectorRenderer {
    pipeline: RenderPipeline,
    vertex_buffer: Buffer,
    vertex_count: u32,
}
Expand description

GPU pass for the MD2 motion-vector grid.

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§pipeline: RenderPipeline§vertex_buffer: Buffer§vertex_count: u32

Logical vertex count after the most recent Self::update. Always segments * 2.

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impl MotionVectorRenderer

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pub fn new(device: &Device, format: TextureFormat) -> Self

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pub fn update( &mut self, queue: &Queue, params: MotionVectorParams, warp_field: Option<WarpField<'_>>, ) -> u32

Rebuild the per-frame segment stream from a MotionVectorParams snapshot and upload it. Returns the number of segments produced — 0 when the pass is a no-op (zero alpha, zero grid, etc).

warp_field (when Some) carries the per-vertex uv_warp array from the warp mesh; the segment at grid cell (i, j) then points along the local warp displacement (uv_warp - uv_orig) instead of a flat horizontal stub. Matches MD2’s “streaks” feel: the segments anticipate the trail the feedback loop will pull them into. Pass None to fall back to the horizontal-stub default.

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pub fn render(&self, encoder: &mut CommandEncoder, view: &TextureView)

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pub fn segment_count(&self) -> u32

Number of segments the next Self::render will issue (two vertices each). Exposed for tests.

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