bevy_render::render_resource

Enum AddressMode

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#[repr(C)]
pub enum AddressMode { ClampToEdge = 0, Repeat = 1, MirrorRepeat = 2, ClampToBorder = 3, }
Expand description

How edges should be handled in texture addressing.

Corresponds to WebGPU GPUAddressMode.

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ClampToEdge = 0

Clamp the value to the edge of the texture

-0.25 -> 0.0 1.25 -> 1.0

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Repeat = 1

Repeat the texture in a tiling fashion

-0.25 -> 0.75 1.25 -> 0.25

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MirrorRepeat = 2

Repeat the texture, mirroring it every repeat

-0.25 -> 0.25 1.25 -> 0.75

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ClampToBorder = 3

Clamp the value to the border of the texture Requires feature Features::ADDRESS_MODE_CLAMP_TO_BORDER

-0.25 -> border 1.25 -> border

Trait Implementations§

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impl Clone for AddressMode

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fn clone(&self) -> AddressMode

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 AddressMode

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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 AddressMode

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fn default() -> AddressMode

Returns the “default value” for a type. Read more
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impl From<ImageAddressMode> for AddressMode

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fn from(value: ImageAddressMode) -> AddressMode

Converts to this type from the input type.
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impl Hash for AddressMode

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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 AddressMode

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fn eq(&self, other: &AddressMode) -> 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 Copy for AddressMode

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impl Eq for AddressMode

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impl StructuralPartialEq for AddressMode

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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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🔬This is a nightly-only experimental API. (clone_to_uninit)
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