Struct bevy_render::texture::FallbackImage

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pub struct FallbackImage {
    pub d1: GpuImage,
    pub d2: GpuImage,
    pub d2_array: GpuImage,
    pub cube: GpuImage,
    pub cube_array: GpuImage,
    pub d3: GpuImage,
}
Expand description

A RenderApp resource that contains the default “fallback image”, which can be used in situations where an image was not explicitly defined. The most common use case is AsBindGroup implementations (such as materials) that support optional textures.

Defaults to a 1x1 fully opaque white texture, (1.0, 1.0, 1.0, 1.0) which makes multiplying it with other colors a no-op.

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§d1: GpuImage

Fallback image for TextureViewDimension::D1.

§d2: GpuImage

Fallback image for TextureViewDimension::D2.

§d2_array: GpuImage

Fallback image for TextureViewDimension::D2Array.

§cube: GpuImage

Fallback image for TextureViewDimension::Cube.

§cube_array: GpuImage

Fallback image for TextureViewDimension::CubeArray.

§d3: GpuImage

Fallback image for TextureViewDimension::D3.

Trait Implementations§

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impl FromWorld for FallbackImage

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fn from_world(world: &mut World) -> Self

Creates Self using data from the given World.
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impl Resource for FallbackImage
where Self: Send + Sync + 'static,

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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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impl<T> Borrow<T> for T
where T: ?Sized,

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Immutably borrows from an owned value. Read more
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Performs the conversion.
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