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MeshMorphTargetBindGroups

Enum MeshMorphTargetBindGroups 

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pub enum MeshMorphTargetBindGroups {
    Uniform(HashMap<AssetId<Mesh>, MeshBindGroupPair>),
    Storage(HashMap<MeshSlabId, MeshMorphTargetStorageBindGroups>),
}
Expand description

Stores bind groups for each mesh with morph targets.

If storage buffers aren’t available on this platform, we use a single bind group per mesh. If they are available, however, we use a single bind group per morph target slab ID (managed by the mesh allocator).

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Uniform(HashMap<AssetId<Mesh>, MeshBindGroupPair>)

Maps a mesh asset ID to the bind group for that mesh.

We use morph target images on platforms without storage buffers, and as such platforms don’t support bindless textures either, we must use a single bind group per morphable mesh.

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Storage(HashMap<MeshSlabId, MeshMorphTargetStorageBindGroups>)

Maps a morph target slab ID that the mesh allocator manages to the bind groups for morph displacements in that slab.

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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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