MeshVertexAttribute

Struct MeshVertexAttribute 

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pub struct MeshVertexAttribute {
    pub name: &'static str,
    pub id: MeshVertexAttributeId,
    pub format: VertexFormat,
}

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§name: &'static str

The friendly name of the vertex attribute

§id: MeshVertexAttributeId

The unique id of the vertex attribute. This will also determine sort ordering when generating vertex buffers. Built-in / standard attributes will use “close to zero” indices. When in doubt, use a random / very large u64 to avoid conflicts.

§format: VertexFormat

The format of the vertex attribute.

Implementations§

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impl MeshVertexAttribute

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pub const fn new(name: &'static str, id: u64, format: VertexFormat) -> Self

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pub const fn at_shader_location( &self, shader_location: u32, ) -> VertexAttributeDescriptor

Trait Implementations§

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impl Clone for MeshVertexAttribute

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fn clone(&self) -> MeshVertexAttribute

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MeshVertexAttribute

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl From<MeshVertexAttribute> for MeshVertexAttributeId

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fn from(attribute: MeshVertexAttribute) -> Self

Converts to this type from the input type.
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impl PartialEq for MeshVertexAttribute

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fn eq(&self, other: &MeshVertexAttribute) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for MeshVertexAttribute

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impl StructuralPartialEq for MeshVertexAttribute

Auto Trait Implementations§

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Gets the TypeId of self. Read more
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🔬This is a nightly-only experimental API. (clone_to_uninit)
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