Struct Transparent3d

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pub struct Transparent3d {
    pub distance: f32,
    pub pipeline: CachedRenderPipelineId,
    pub entity: (Entity, MainEntity),
    pub draw_function: DrawFunctionId,
    pub batch_range: Range<u32>,
    pub extra_index: PhaseItemExtraIndex,
    pub indexed: bool,
}

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§distance: f32§pipeline: CachedRenderPipelineId§entity: (Entity, MainEntity)§draw_function: DrawFunctionId§batch_range: Range<u32>§extra_index: PhaseItemExtraIndex§indexed: bool

Whether the mesh in question is indexed (uses an index buffer in addition to its vertex buffer).

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impl CachedRenderPipelinePhaseItem for Transparent3d

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fn cached_pipeline(&self) -> CachedRenderPipelineId

The id of the render pipeline, cached in the PipelineCache, that will be used to draw this phase item.
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impl PhaseItem for Transparent3d

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fn entity(&self) -> Entity

The corresponding entity that will be drawn. Read more
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fn main_entity(&self) -> MainEntity

The main world entity represented by this PhaseItem.
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fn draw_function(&self) -> DrawFunctionId

Specifies the Draw function used to render the item.
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fn batch_range(&self) -> &Range<u32>

The range of instances that the batch covers. After doing a batched draw, batch range length phase items will be skipped. This design is to avoid having to restructure the render phase unnecessarily.
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fn batch_range_mut(&mut self) -> &mut Range<u32>

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fn extra_index(&self) -> PhaseItemExtraIndex

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fn batch_range_and_extra_index_mut( &mut self, ) -> (&mut Range<u32>, &mut PhaseItemExtraIndex)

Returns a pair of mutable references to both the batch range and extra index.
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const AUTOMATIC_BATCHING: bool = true

Whether or not this PhaseItem should be subjected to automatic batching. (Default: true)
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impl SortedPhaseItem for Transparent3d

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type SortKey = FloatOrd

The type used for ordering the items. The smallest values are drawn first. This order can be calculated using the ViewRangefinder3d, based on the view-space Z value of the corresponding view matrix.
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fn sort_key(&self) -> Self::SortKey

Determines the order in which the items are drawn.
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fn sort(items: &mut [Self])

Sorts a slice of phase items into render order. Generally if the same type is batched this should use a stable sort like slice::sort_by_key. In almost all other cases, this should not be altered from the default, which uses an unstable sort, as this provides the best balance of CPU and GPU performance. Read more
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fn indexed(&self) -> bool

Whether this phase item targets indexed meshes (those with both vertex and index buffers as opposed to just vertex buffers). Read more

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