pub struct MeshVertexAttribute {
pub name: &'static str,
pub id: MeshVertexAttributeId,
pub format: VertexFormat,
}
Fields§
§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§
Source§impl MeshVertexAttribute
impl MeshVertexAttribute
pub const fn new( name: &'static str, id: u64, format: VertexFormat, ) -> MeshVertexAttribute
pub const fn at_shader_location( &self, shader_location: u32, ) -> VertexAttributeDescriptor
Trait Implementations§
Source§impl Clone for MeshVertexAttribute
impl Clone for MeshVertexAttribute
Source§fn clone(&self) -> MeshVertexAttribute
fn clone(&self) -> MeshVertexAttribute
Returns a copy of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl Debug for MeshVertexAttribute
impl Debug for MeshVertexAttribute
Source§impl From<MeshVertexAttribute> for MeshVertexAttributeId
impl From<MeshVertexAttribute> for MeshVertexAttributeId
Source§fn from(attribute: MeshVertexAttribute) -> MeshVertexAttributeId
fn from(attribute: MeshVertexAttribute) -> MeshVertexAttributeId
Converts to this type from the input type.
impl Copy for MeshVertexAttribute
Auto Trait Implementations§
impl Freeze for MeshVertexAttribute
impl RefUnwindSafe for MeshVertexAttribute
impl Send for MeshVertexAttribute
impl Sync for MeshVertexAttribute
impl Unpin for MeshVertexAttribute
impl UnwindSafe for MeshVertexAttribute
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
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T
ShaderType
for self
. When used in AsBindGroup
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fn borrow_mut(&mut self) -> &mut T
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Source§impl<T> Instrument for T
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Source§impl<T> IntoEither for T
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