Struct bevy_render::view::visibility::RenderVisibilityRanges
source · pub struct RenderVisibilityRanges { /* private fields */ }
Expand description
Stores information related to VisibilityRange
s in the render world.
Implementations§
source§impl RenderVisibilityRanges
impl RenderVisibilityRanges
sourcepub fn lod_index_for_entity(&self, entity: Entity) -> Option<NonMaxU16>
pub fn lod_index_for_entity(&self, entity: Entity) -> Option<NonMaxU16>
Returns the index in the GPU buffer corresponding to the visible range for the given entity.
If the entity has no visible range, returns None
.
sourcepub fn entity_has_crossfading_visibility_ranges(&self, entity: Entity) -> bool
pub fn entity_has_crossfading_visibility_ranges(&self, entity: Entity) -> bool
Returns true if the entity has a visibility range and it isn’t abrupt: i.e. if it has a crossfade.
Trait Implementations§
source§impl Default for RenderVisibilityRanges
impl Default for RenderVisibilityRanges
impl Resource for RenderVisibilityRanges
Auto Trait Implementations§
impl Freeze for RenderVisibilityRanges
impl RefUnwindSafe for RenderVisibilityRanges
impl Send for RenderVisibilityRanges
impl Sync for RenderVisibilityRanges
impl Unpin for RenderVisibilityRanges
impl UnwindSafe for RenderVisibilityRanges
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
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