pub struct MeshPhaseBindGroups { /* private fields */ }Expand description
The bind groups for meshes currently loaded.
If GPU mesh preprocessing isn’t in use, these are global to the scene. If GPU mesh preprocessing is in use, these are specific to a single phase.
Implementations§
Source§impl MeshPhaseBindGroups
impl MeshPhaseBindGroups
Sourcepub fn new(render_device: &RenderDevice) -> MeshPhaseBindGroups
pub fn new(render_device: &RenderDevice) -> MeshPhaseBindGroups
Creates a new, blank, set of bind groups for this phase.
Bind groups must be added to the resulting MeshPhaseBindGroups
explicitly.
pub fn reset(&mut self)
Sourcepub fn get(
&self,
lightmap: Option<LightmapSlabIndex>,
is_skinned: bool,
morph: MeshMorphBindGroupKey,
motion_vectors: bool,
) -> Option<&BindGroup>
pub fn get( &self, lightmap: Option<LightmapSlabIndex>, is_skinned: bool, morph: MeshMorphBindGroupKey, motion_vectors: bool, ) -> Option<&BindGroup>
Get the appropriate BindGroup for RenderMesh with the given keys.
Auto Trait Implementations§
impl !RefUnwindSafe for MeshPhaseBindGroups
impl !UnwindSafe for MeshPhaseBindGroups
impl Freeze for MeshPhaseBindGroups
impl Send for MeshPhaseBindGroups
impl Sync for MeshPhaseBindGroups
impl Unpin for MeshPhaseBindGroups
impl UnsafeUnpin for MeshPhaseBindGroups
Blanket Implementations§
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
Return the
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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