pub enum MeshMorphBindGroupKey {
NoMorphTargets,
Uniform(AssetId<Mesh>),
Storage(MeshSlabId),
}Expand description
Data related to morph targets that we need in order to look up the bind group for a mesh.
Variants§
NoMorphTargets
The mesh has no morph targets.
Uniform(AssetId<Mesh>)
The mesh has morph targets, and the current platform doesn’t support storage buffers.
In this case, there’s a single bind group per mesh.
Storage(MeshSlabId)
The mesh has morph targets, and the current platform does support storage buffers.
In this case, there’s a bind group per morph displacement slab (managed by the mesh allocator).
Trait Implementations§
Source§impl Clone for MeshMorphBindGroupKey
impl Clone for MeshMorphBindGroupKey
Source§fn clone(&self) -> MeshMorphBindGroupKey
fn clone(&self) -> MeshMorphBindGroupKey
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreimpl Copy for MeshMorphBindGroupKey
Auto Trait Implementations§
impl Freeze for MeshMorphBindGroupKey
impl RefUnwindSafe for MeshMorphBindGroupKey
impl Send for MeshMorphBindGroupKey
impl Sync for MeshMorphBindGroupKey
impl Unpin for MeshMorphBindGroupKey
impl UnsafeUnpin for MeshMorphBindGroupKey
impl UnwindSafe for MeshMorphBindGroupKey
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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<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T ShaderType for self. When used in AsBindGroup
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