pub struct NoIndirectDrawing;Expand description
Add this component to a camera to disable indirect mode.
Indirect mode, automatically enabled on supported hardware, allows Bevy to
offload transform and cull operations to the GPU, reducing CPU overhead.
Doing this, however, reduces the amount of control that your app has over
instancing decisions. In certain circumstances, you may want to disable
indirect drawing so that your app can manually instance meshes as it sees
fit. See the custom_shader_instancing example.
The vast majority of applications will not need to use this component, as it generally reduces rendering performance.
Note: This component should only be added when initially spawning a camera. Adding or removing after spawn can result in unspecified behavior.
Trait Implementations§
Source§impl Component for NoIndirectDrawing
impl Component for NoIndirectDrawing
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§type Mutability = Mutable
type Mutability = Mutable
Component<Mutability = Mutable>,
while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<NoIndirectDrawing>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<NoIndirectDrawing>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
Source§fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
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EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Default for NoIndirectDrawing
impl Default for NoIndirectDrawing
Source§fn default() -> NoIndirectDrawing
fn default() -> NoIndirectDrawing
Auto Trait Implementations§
impl Freeze for NoIndirectDrawing
impl RefUnwindSafe for NoIndirectDrawing
impl Send for NoIndirectDrawing
impl Sync for NoIndirectDrawing
impl Unpin for NoIndirectDrawing
impl UnsafeUnpin for NoIndirectDrawing
impl UnwindSafe for NoIndirectDrawing
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