pub struct GpuMesh {
pub vertex_buffer: Buffer,
pub vertex_count: u32,
pub morph_targets: Option<TextureView>,
pub buffer_info: GpuBufferInfo,
pub primitive_topology: PrimitiveTopology,
pub layout: Hashed<InnerMeshVertexBufferLayout>,
}
Expand description
The GPU-representation of a Mesh
.
Consists of a vertex data buffer and an optional index data buffer.
Fields§
§vertex_buffer: Buffer
Contains all attribute data for each vertex.
vertex_count: u32
§morph_targets: Option<TextureView>
§buffer_info: GpuBufferInfo
§primitive_topology: PrimitiveTopology
§layout: Hashed<InnerMeshVertexBufferLayout>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for GpuMesh
impl RefUnwindSafe for GpuMesh
impl Send for GpuMesh
impl Sync for GpuMesh
impl Unpin for GpuMesh
impl UnwindSafe for GpuMesh
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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