Structs§
- Extract
Assets Set - The system set during which we extract modified assets to the render world.
- Extracted
Assets - Temporarily stores the extracted and removed assets of the current frame.
- Prepare
Next Frame Assets - All assets that should be prepared next frame.
- Render
Asset Bytes PerFrame - A resource that defines the amount of data allowed to be transferred from CPU to GPU each frame, preventing choppy frames at the cost of waiting longer for GPU assets to become available.
- Render
Asset Bytes PerFrame Limiter - A render-world resource that facilitates limiting the data transferred from CPU to GPU each frame, preventing choppy frames at the cost of waiting longer for GPU assets to become available.
- Render
Asset Plugin - This plugin extracts the changed assets from the “app world” into the “render world”
and prepares them for the GPU. They can then be accessed from the
RenderAssets
resource. - Render
Asset Usages - Defines where the asset will be used.
- Render
Assets - Stores all GPU representations (
RenderAsset
) ofRenderAsset::SourceAsset
as long as they exist.
Enums§
Traits§
- Render
Asset - Describes how an asset gets extracted and prepared for rendering.
- Render
Asset Dependency
Functions§
- extract_
render_ asset_ bytes_ per_ frame - prepare_
assets - This system prepares all assets of the corresponding
RenderAsset::SourceAsset
type which where extracted this frame for the GPU. - reset_
render_ asset_ bytes_ per_ frame