Enum bevy_render::settings::Gles3MinorVersion
source · pub enum Gles3MinorVersion {
Automatic,
Version0,
Version1,
Version2,
}
Expand description
Selects which OpenGL ES 3 minor version to request.
When using ANGLE as an OpenGL ES/EGL implementation, explicitly requesting Version1
can provide a non-conformant ES 3.1 on APIs like D3D11.
Variants§
Automatic
No explicit minor version is requested, the driver automatically picks the highest available.
Version0
Request an ES 3.0 context.
Version1
Request an ES 3.1 context.
Version2
Request an ES 3.2 context.
Trait Implementations§
source§impl Clone for Gles3MinorVersion
impl Clone for Gles3MinorVersion
source§fn clone(&self) -> Gles3MinorVersion
fn clone(&self) -> Gles3MinorVersion
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for Gles3MinorVersion
impl Debug for Gles3MinorVersion
source§impl Default for Gles3MinorVersion
impl Default for Gles3MinorVersion
source§fn default() -> Gles3MinorVersion
fn default() -> Gles3MinorVersion
Returns the “default value” for a type. Read more
source§impl Hash for Gles3MinorVersion
impl Hash for Gles3MinorVersion
source§impl PartialEq for Gles3MinorVersion
impl PartialEq for Gles3MinorVersion
source§fn eq(&self, other: &Gles3MinorVersion) -> bool
fn eq(&self, other: &Gles3MinorVersion) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Copy for Gles3MinorVersion
impl Eq for Gles3MinorVersion
impl StructuralPartialEq for Gles3MinorVersion
Auto Trait Implementations§
impl Freeze for Gles3MinorVersion
impl RefUnwindSafe for Gles3MinorVersion
impl Send for Gles3MinorVersion
impl Sync for Gles3MinorVersion
impl Unpin for Gles3MinorVersion
impl UnwindSafe for Gles3MinorVersion
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
Mutably borrows from an owned value. Read more
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>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key
and return true
if they are equal.source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World
.