fn load_gpu(&mut self, renderer: &mut Renderer, res: &Resources) -> Result<(), ModelError> {
        self.gpu_buffers = self
            .gltf
            .buffer_views
            .iter()
            .zip(&self.buffer_view_types)
            .map(|(view, &view_type)| GPUBuffer::new(renderer, self, view, view_type))
            .collect();

        let images = self
            .gltf
            .images
            .iter()
            .map(|img| Model::load_image(img, &res, &self.gltf, &self.buffers))
            .collect::<Result<Vec<_>, _>>()?;

        let textures = self
            .gltf
            .textures
            .iter()
            .map(|tex| Model::load_texture(tex, &self.gltf, &images))
            .collect::<Result<Vec<_>, _>>()?;

        self.gpu_textures = textures
            .into_iter()
            .map(|tex| renderer.load_texture(tex))
            .collect();

        self.gpu_pipelines = Vec::with_capacity(self.gltf.meshes.len());

        for mesh in &self.gltf.meshes {
            let mut pipelines = Vec::with_capacity(mesh.primitives.len());

            for prim in &mesh.primitives {
                pipelines.push(GPUPrimitive::new(prim, self, renderer)?);
            }

            self.gpu_pipelines.push(pipelines);
        }

        Ok(())
    }
/// load a 3d model onto the GPU
load a 3d model onto the GPU
load a 3d model onto the GPU
fn load_gpu(&mut self, renderer: &mut Renderer, res: &Resources) -> Result<(), ModelError> {
        self.gpu_buffers = self
            .gltf
            .buffer_views
            .iter()
            .zip(&self.buffer_view_types)
            .map(|(view, &view_type)| GPUBuffer::new(renderer, self, view, view_type))
            .collect();
        let images = self
            .gltf
            .images
            .iter()
            .map(|img| Model::load_image(img, &res, &self.gltf, &self.buffers))
            .collect::<Result<Vec<_>, _>>()?;
        let textures = self
            .gltf
            .textures
            .iter()
            .map(|tex| Model::load_texture(tex, &self.gltf, &images))
            .collect::<Result<Vec<_>, _>>()?;
        self.gpu_textures = textures
            .into_iter()
            .map(|tex| renderer.load_texture(tex))
            .collect();
        self.gpu_pipelines = Vec::with_capacity(self.gltf.meshes.len());
        for mesh in &self.gltf.meshes {
            let mut pipelines = Vec::with_capacity(mesh.primitives.len());
            for prim in &mesh.primitives {
                pipelines.push(GPUPrimitive::new(prim, self, renderer)?);
            }
            self.gpu_pipelines.push(pipelines);
        }
        Ok(())
    }
fn load_gpu ( & mut self , renderer : & mut Renderer , res : & Resources ) -> Result < ( ) , ModelError > { self . gpu_buffers = self . gltf . buffer_views . iter ( ) . zip ( & self . buffer_view_types ) . map ( | ( view , & view_type ) | GPUBuffer :: new ( renderer , self , view , view_type ) ) . collect ( ) ; let images = self . gltf . images . iter ( ) . map ( | img | Model :: load_image ( img , & res , & self . gltf , & self . buffers ) ) . collect :: < Result < Vec < _ > , _ > > ( ) ? ; let textures = self . gltf . textures . iter ( ) . map ( | tex | Model :: load_texture ( tex , & self . gltf , & images ) ) . collect :: < Result < Vec < _ > , _ > > ( ) ? ; self . gpu_textures = textures . into_iter ( ) . map ( | tex | renderer . load_texture ( tex ) ) . collect ( ) ; self . gpu_pipelines = Vec :: with_capacity ( self . gltf . meshes . len ( ) ) ; for mesh in & self . gltf . meshes { let mut pipelines = Vec :: with_capacity ( mesh . primitives . len ( ) ) ; for prim in & mesh . primitives { pipelines . push ( GPUPrimitive :: new ( prim , self , renderer ) ? ) ; } self . gpu_pipelines . push ( pipelines ) ; } Ok ( ( ) ) }
load a 3d model onto the GPU
load a 3d model onto the GPU
&mut self
renderer
&mut Renderer
res
&Resources
&mut self
renderer
&mut Renderer
res
&Resources