pub struct OitBuffers {
pub layers: BufferVec<UVec2>,
pub layer_ids: BufferVec<i32>,
pub settings: DynamicUniformBuffer<OrderIndependentTransparencySettings>,
}
Expand description
Holds the buffers that contain the data of all OIT layers. We use one big buffer for the entire app. Each camaera will reuse it so it will always be the size of the biggest OIT enabled camera.
Fields§
§layers: BufferVec<UVec2>
The OIT layers containing depth and color for each fragments. This is essentially used as a 3d array where xy is the screen coordinate and z is the list of fragments rendered with OIT.
layer_ids: BufferVec<i32>
Buffer containing the index of the last layer that was written for each fragment.
settings: DynamicUniformBuffer<OrderIndependentTransparencySettings>
Trait Implementations§
Source§impl FromWorld for OitBuffers
impl FromWorld for OitBuffers
Source§fn from_world(world: &mut World) -> Self
fn from_world(world: &mut World) -> Self
Creates
Self
using data from the given World
.impl Resource for OitBuffers
Auto Trait Implementations§
impl Freeze for OitBuffers
impl !RefUnwindSafe for OitBuffers
impl Send for OitBuffers
impl Sync for OitBuffers
impl Unpin for OitBuffers
impl !UnwindSafe for OitBuffers
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
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