Struct bevy::render::mesh::VertexAttributeDescriptor
source · pub struct VertexAttributeDescriptor {
pub shader_location: u32,
pub id: MeshVertexAttributeId,
/* private fields */
}Fields§
§shader_location: u32§id: MeshVertexAttributeIdImplementations§
source§impl VertexAttributeDescriptor
impl VertexAttributeDescriptor
pub const fn new( shader_location: u32, id: MeshVertexAttributeId, name: &'static str ) -> VertexAttributeDescriptor
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
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>
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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>
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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)
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
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