Struct bevy_render::mesh::VertexAttributeDescriptor
source · pub struct VertexAttributeDescriptor {
pub shader_location: u32,
pub id: MeshVertexAttributeId,
/* private fields */
}
Fields§
§shader_location: u32
§id: MeshVertexAttributeId
Implementations§
source§impl VertexAttributeDescriptor
impl VertexAttributeDescriptor
pub const fn new( shader_location: u32, id: MeshVertexAttributeId, name: &'static str ) -> Self
Auto Trait Implementations§
impl Freeze for VertexAttributeDescriptor
impl RefUnwindSafe for VertexAttributeDescriptor
impl Send for VertexAttributeDescriptor
impl Sync for VertexAttributeDescriptor
impl Unpin for VertexAttributeDescriptor
impl UnwindSafe for VertexAttributeDescriptor
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
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.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
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source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
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