pub struct RenderMeshInstanceGpu {
pub shared: RenderMeshInstanceShared,
pub translation: Vec3,
pub current_uniform_index: NonMaxU32,
}
Expand description
CPU data that the render world needs to keep for each entity that contains a mesh when using GPU mesh uniform building.
Fields§
Data shared between both the CPU mesh uniform building and the GPU mesh uniform building paths.
translation: Vec3
The translation of the mesh.
This is the only part of the transform that we have to keep on CPU (for distance sorting).
current_uniform_index: NonMaxU32
The index of the MeshInputUniform
in the buffer.
Methods from Deref<Target = RenderMeshInstanceShared>§
Trait Implementations§
Source§impl Deref for RenderMeshInstanceGpu
impl Deref for RenderMeshInstanceGpu
Source§type Target = RenderMeshInstanceShared
type Target = RenderMeshInstanceShared
The resulting type after dereferencing.
Source§impl DerefMut for RenderMeshInstanceGpu
impl DerefMut for RenderMeshInstanceGpu
Auto Trait Implementations§
impl !Freeze for RenderMeshInstanceGpu
impl RefUnwindSafe for RenderMeshInstanceGpu
impl Send for RenderMeshInstanceGpu
impl Sync for RenderMeshInstanceGpu
impl Unpin for RenderMeshInstanceGpu
impl UnwindSafe for RenderMeshInstanceGpu
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Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
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ShaderType
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. When used in AsBindGroup
derives, it is safe to assume that all images in self
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