pub struct EguiTransforms {
pub buffer: DynamicUniformBuffer<EguiTransform>,
pub offsets: HashMap<MainEntity, u32>,
pub bind_group: Option<(BufferId, BindGroup)>,
}
Expand description
Describes the transform buffer.
Fields§
§buffer: DynamicUniformBuffer<EguiTransform>
Uniform buffer.
offsets: HashMap<MainEntity, u32>
The Entity is from the main world.
bind_group: Option<(BufferId, BindGroup)>
Bind group.
Trait Implementations§
Source§impl Default for EguiTransforms
impl Default for EguiTransforms
Source§fn default() -> EguiTransforms
fn default() -> EguiTransforms
Returns the “default value” for a type. Read more
impl Resource for EguiTransforms
Auto Trait Implementations§
impl Freeze for EguiTransforms
impl !RefUnwindSafe for EguiTransforms
impl Send for EguiTransforms
impl Sync for EguiTransforms
impl Unpin for EguiTransforms
impl !UnwindSafe for EguiTransforms
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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
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