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pub struct RenderMeshStyleBuilder { /* private fields */ }
Expand description

Create RenderMeshStyle through builder pattern

Implementations

Creates a new builder

Set diffuse color tinting (RGBA multiplier), standard alpha behavior. Default is Vec4::ONE (no tint).

Set diffuse color tinting (RGBA multiplier), premultiplied alpha. Default is Vec4::ONE (no tint).

Sets lighting toggle

Sets flat shading toggle. Flat shading gives smooth objects a faceted look, by not interpolating normals across surfaces before lighting.

Will make the mesh face the camera at all times, can be handy for things like particles or ui.

Will make the mesh two-sided (backface culling is not applied). Only recommended for solid meshes (and even then, when you don’t need this, don’t use it).

Enables depth testing for the mesh. If depth testing is disabled, the mesh will be drawn last, and will be drawn on top of everything else. On by default.

Enables depth writing for the mesh. NOTE: only used for SDF meshes for backwards compatibility reasons.

Builds mesh style

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Returns the “default value” for a type. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.