Struct amethyst_renderer::DrawShadedSeparate [−][src]
pub struct DrawShadedSeparate { /* fields omitted */ }
Draw mesh with simple lighting technique
Methods
impl DrawShadedSeparate
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impl DrawShadedSeparate
pub fn new() -> Self
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pub fn new() -> Self
Create instance of DrawShaded
pass
pub fn with_vertex_skinning(self) -> Self
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pub fn with_vertex_skinning(self) -> Self
Enable vertex skinning
pub fn with_transparency(
self,
mask: ColorMask,
blend: Blend,
depth: Option<DepthMode>
) -> Self
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pub fn with_transparency(
self,
mask: ColorMask,
blend: Blend,
depth: Option<DepthMode>
) -> Self
Enable transparency
Trait Implementations
impl Default for DrawShadedSeparate
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impl Default for DrawShadedSeparate
fn default() -> DrawShadedSeparate
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fn default() -> DrawShadedSeparate
Returns the "default value" for a type. Read more
impl Clone for DrawShadedSeparate
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impl Clone for DrawShadedSeparate
fn clone(&self) -> DrawShadedSeparate
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fn clone(&self) -> DrawShadedSeparate
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0[src]
fn clone_from(&mut self, source: &Self)
1.0.0
[src]Performs copy-assignment from source
. Read more
impl Debug for DrawShadedSeparate
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impl Debug for DrawShadedSeparate
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 PartialEq for DrawShadedSeparate
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impl PartialEq for DrawShadedSeparate
fn eq(&self, other: &DrawShadedSeparate) -> bool
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fn eq(&self, other: &DrawShadedSeparate) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &DrawShadedSeparate) -> bool
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fn ne(&self, other: &DrawShadedSeparate) -> bool
This method tests for !=
.
impl<'a> PassData<'a> for DrawShadedSeparate
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impl<'a> PassData<'a> for DrawShadedSeparate
type Data = (Entities<'a>, Option<Read<'a, ActiveCamera>>, ReadStorage<'a, Camera>, Read<'a, AmbientColor>, Read<'a, AssetStorage<Mesh>>, Read<'a, AssetStorage<Texture>>, ReadExpect<'a, MaterialDefaults>, Option<Read<'a, Visibility>>, ReadStorage<'a, MeshHandle>, ReadStorage<'a, Material>, ReadStorage<'a, GlobalTransform>, ReadStorage<'a, Light>, ReadStorage<'a, JointTransforms>)
The data itself.
impl Pass for DrawShadedSeparate
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impl Pass for DrawShadedSeparate
fn compile(&mut self, effect: NewEffect) -> Result<Effect>
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fn compile(&mut self, effect: NewEffect) -> Result<Effect>
The pass is given an opportunity to compile shaders and store them in an Effect
which is then passed to the pass in apply
. Read more
fn apply<'a, 'b: 'a>(
&'a mut self,
encoder: &mut Encoder,
effect: &mut Effect,
_factory: Factory,
(entities, active, camera, ambient, mesh_storage, tex_storage, material_defaults, visibility, mesh, material, global, light, joints): Self::Data
)
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fn apply<'a, 'b: 'a>(
&'a mut self,
encoder: &mut Encoder,
effect: &mut Effect,
_factory: Factory,
(entities, active, camera, ambient, mesh_storage, tex_storage, material_defaults, visibility, mesh, material, global, light, joints): Self::Data
)
Called whenever the renderer is ready to apply the pass. Feed commands into the encoder here. Read more
Auto Trait Implementations
impl Send for DrawShadedSeparate
impl Send for DrawShadedSeparate
impl Sync for DrawShadedSeparate
impl Sync for DrawShadedSeparate