Struct EarlyDeferredGBufferPrepassNode

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pub struct EarlyDeferredGBufferPrepassNode;
Expand description

The phase of the deferred prepass that draws meshes that were visible last frame.

If occlusion culling isn’t in use, this prepass simply draws all meshes.

Like all prepass nodes, this is inserted before the main pass in the render graph.

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impl Default for EarlyDeferredGBufferPrepassNode

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fn default() -> EarlyDeferredGBufferPrepassNode

Returns the “default value” for a type. Read more
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impl ViewNode for EarlyDeferredGBufferPrepassNode

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type ViewQuery = <LateDeferredGBufferPrepassNode as ViewNode>::ViewQuery

The query that will be used on the view entity. It is guaranteed to run on the view entity, so there’s no need for a filter
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fn run<'w>( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'w>, view_query: QueryItem<'w, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError>

Runs the graph node logic, issues draw calls, updates the output slots and optionally queues up subgraphs for execution. The graph data, input and output values are passed via the RenderGraphContext.
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fn update(&mut self, _world: &mut World)

Updates internal node state using the current render World prior to the run method.

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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