Struct amethyst_renderer::Texture [−][src]
pub struct Texture { /* fields omitted */ }
Handle to a GPU texture resource.
Methods
impl Texture
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impl Texture
pub fn from_data<T: Pod + Copy, D: AsRef<[T]>>(data: D) -> TextureBuilder<D, T>
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pub fn from_data<T: Pod + Copy, D: AsRef<[T]>>(data: D) -> TextureBuilder<D, T>
Builds a new texture with the given raw texture data.
pub fn from_color_val<C: Into<[f32; 4]>>(rgba: C) -> TextureBuilder<[u8; 4], u8>
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pub fn from_color_val<C: Into<[f32; 4]>>(rgba: C) -> TextureBuilder<[u8; 4], u8>
Builds a new texture with the given raw texture data.
pub fn sampler(&self) -> &Sampler<Resources>
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pub fn sampler(&self) -> &Sampler<Resources>
Returns the sampler for the texture.
pub fn view(&self) -> &RawShaderResourceView<Resources>
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pub fn view(&self) -> &RawShaderResourceView<Resources>
Returns the texture's raw shader resource view.
Trait Implementations
impl SimpleFormat<Texture> for JpgFormat
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impl SimpleFormat<Texture> for JpgFormat
const NAME: &'static str
NAME: &'static str = "JPEG"
A unique identifier for this format.
type Options = TextureMetadata
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
fn import(
&self,
bytes: Vec<u8>,
options: TextureMetadata
) -> Result<TextureData>
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fn import(
&self,
bytes: Vec<u8>,
options: TextureMetadata
) -> Result<TextureData>
Produces asset data from given bytes.
impl SimpleFormat<Texture> for PngFormat
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impl SimpleFormat<Texture> for PngFormat
const NAME: &'static str
NAME: &'static str = "PNG"
A unique identifier for this format.
type Options = TextureMetadata
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
fn import(
&self,
bytes: Vec<u8>,
options: TextureMetadata
) -> Result<TextureData>
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fn import(
&self,
bytes: Vec<u8>,
options: TextureMetadata
) -> Result<TextureData>
Produces asset data from given bytes.
impl SimpleFormat<Texture> for BmpFormat
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impl SimpleFormat<Texture> for BmpFormat
const NAME: &'static str
NAME: &'static str = "BMP"
A unique identifier for this format.
type Options = TextureMetadata
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
fn import(
&self,
bytes: Vec<u8>,
options: TextureMetadata
) -> Result<TextureData>
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fn import(
&self,
bytes: Vec<u8>,
options: TextureMetadata
) -> Result<TextureData>
Produces asset data from given bytes.
impl Clone for Texture
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impl Clone for Texture
fn clone(&self) -> Texture
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fn clone(&self) -> Texture
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
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fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
impl Debug for Texture
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impl Debug for Texture
fn fmt(&self, f: &mut Formatter) -> Result
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fn fmt(&self, f: &mut Formatter) -> Result
Formats the value using the given formatter. Read more
impl Eq for Texture
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impl Eq for Texture
impl Hash for Texture
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impl Hash for Texture
fn hash<__H: Hasher>(&self, state: &mut __H)
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fn hash<__H: Hasher>(&self, state: &mut __H)
Feeds this value into the given [Hasher
]. Read more
fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
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fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
Feeds a slice of this type into the given [Hasher
]. Read more
impl PartialEq for Texture
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impl PartialEq for Texture
fn eq(&self, other: &Texture) -> bool
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fn eq(&self, other: &Texture) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &Texture) -> bool
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fn ne(&self, other: &Texture) -> bool
This method tests for !=
.
impl Asset for Texture
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impl Asset for Texture
const NAME: &'static str
NAME: &'static str = "renderer::Texture"
An identifier for this asset used for debugging.
type Data = TextureData
The Data
type the asset can be created from.
type HandleStorage = DenseVecStorage<TextureHandle>
The ECS storage type to be used. You'll want to use VecStorage
in most cases.