Enum bevy_render::camera::CameraOutputMode
source · pub enum CameraOutputMode {
Write {
blend_state: Option<BlendState>,
clear_color: ClearColorConfig,
},
Skip,
}
Expand description
Control how this camera outputs once rendering is completed.
Variants§
Write
Writes the camera output to configured render target.
Fields
blend_state: Option<BlendState>
The blend state that will be used by the pipeline that writes the intermediate render textures to the final render target texture.
clear_color: ClearColorConfig
The clear color operation to perform on the final render target texture.
Skip
Skips writing the camera output to the configured render target. The output will remain in the
Render Target’s “intermediate” textures, which a camera with a higher order should write to the render target
using CameraOutputMode::Write
. The “skip” mode can easily prevent render results from being displayed, or cause
them to be lost. Only use this if you know what you are doing!
In camera setups with multiple active cameras rendering to the same RenderTarget
, the Skip mode can be used to remove
unnecessary / redundant writes to the final output texture, removing unnecessary render passes.
Trait Implementations§
source§impl Clone for CameraOutputMode
impl Clone for CameraOutputMode
source§fn clone(&self) -> CameraOutputMode
fn clone(&self) -> CameraOutputMode
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for CameraOutputMode
impl Debug for CameraOutputMode
source§impl Default for CameraOutputMode
impl Default for CameraOutputMode
impl Copy for CameraOutputMode
Auto Trait Implementations§
impl Freeze for CameraOutputMode
impl RefUnwindSafe for CameraOutputMode
impl Send for CameraOutputMode
impl Sync for CameraOutputMode
impl Unpin for CameraOutputMode
impl UnwindSafe for CameraOutputMode
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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T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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impl<T> DowncastSync for T
source§impl<T> FromWorld for Twhere
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impl<T> FromWorld for Twhere
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source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World
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