bevy_render::mesh

Struct VertexBufferLayout

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pub struct VertexBufferLayout {
    pub array_stride: u64,
    pub step_mode: VertexStepMode,
    pub attributes: Vec<VertexAttribute>,
}
Expand description

Describes how the vertex buffer is interpreted.

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§array_stride: u64

The stride, in bytes, between elements of this buffer.

§step_mode: VertexStepMode

How often this vertex buffer is “stepped” forward.

§attributes: Vec<VertexAttribute>

The list of attributes which comprise a single vertex.

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impl VertexBufferLayout

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pub fn from_vertex_formats<T>( step_mode: VertexStepMode, vertex_formats: T, ) -> VertexBufferLayout
where T: IntoIterator<Item = VertexFormat>,

Creates a new densely packed VertexBufferLayout from an iterator of vertex formats. Iteration order determines the shader_location and offset of the VertexAttributes. The first iterated item will have a shader_location and offset of zero. The array_stride is the sum of the size of the iterated VertexFormats (in bytes).

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pub fn offset_locations_by(self, location: u32) -> VertexBufferLayout

Returns a VertexBufferLayout with the shader location of every attribute offset by location.

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impl Clone for VertexBufferLayout

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fn clone(&self) -> VertexBufferLayout

Returns a copy 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 VertexBufferLayout

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

Formats the value using the given formatter. Read more
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impl Default for VertexBufferLayout

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fn default() -> VertexBufferLayout

Returns the “default value” for a type. Read more
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impl Hash for VertexBufferLayout

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for VertexBufferLayout

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fn eq(&self, other: &VertexBufferLayout) -> 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 Eq for VertexBufferLayout

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impl StructuralPartialEq for VertexBufferLayout

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impl<T> Any for T
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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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