Struct amethyst_renderer::Texture[][src]

pub struct Texture { /* fields omitted */ }

Handle to a GPU texture resource.

Methods

impl Texture
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Builds a new texture with the given raw texture data.

Builds a new texture with the given raw texture data.

Returns the sampler for the texture.

Returns the texture's raw shader resource view.

Trait Implementations

impl SimpleFormat<Texture> for JpgFormat
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NAME: &'static str = "JPEG"

A unique identifier for this format.

Options specific to the format, which are passed to import. E.g. for textures this would be stuff like mipmap levels and sampler info. Read more

Produces asset data from given bytes.

impl SimpleFormat<Texture> for PngFormat
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NAME: &'static str = "PNG"

A unique identifier for this format.

Options specific to the format, which are passed to import. E.g. for textures this would be stuff like mipmap levels and sampler info. Read more

Produces asset data from given bytes.

impl SimpleFormat<Texture> for BmpFormat
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NAME: &'static str = "BMP"

A unique identifier for this format.

Options specific to the format, which are passed to import. E.g. for textures this would be stuff like mipmap levels and sampler info. Read more

Produces asset data from given bytes.

impl Clone for Texture
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Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl Debug for Texture
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Formats the value using the given formatter. Read more

impl Eq for Texture
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impl Hash for Texture
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Feeds this value into the given [Hasher]. Read more

Feeds a slice of this type into the given [Hasher]. Read more

impl PartialEq for Texture
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This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

impl Asset for Texture
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NAME: &'static str = "renderer::Texture"

An identifier for this asset used for debugging.

The Data type the asset can be created from.

The ECS storage type to be used. You'll want to use VecStorage in most cases.

Auto Trait Implementations

impl Send for Texture

impl Sync for Texture