pub struct HighResolution;Expand description
Makes this PixelCamera high resolution, disabling the pixelation effect.
The camera will have the same scaling, but the pixels will no longer be locked to the grid. This is useful for when you need to quickly check how the game looks when not locked to the grid.
Note that high resolution sprites (those on the PixelCamera::viewport_layers) will no longer
always be rendered on top of pixel sprites. Make sure your Z values are set correctly.
Trait Implementations§
Source§impl Component for HighResolution
Required Components: PixelCamera.
impl Component for HighResolution
Required Components: PixelCamera.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
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const STORAGE_TYPE: StorageType = ::bevy::ecs::component::StorageType::Table
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_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
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Source§fn on_add() -> Option<ComponentHook>
fn on_add() -> Option<ComponentHook>
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)where
E: EntityMapper,
Maps the entities on this component using the given
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When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreAuto Trait Implementations§
impl Freeze for HighResolution
impl RefUnwindSafe for HighResolution
impl Send for HighResolution
impl Sync for HighResolution
impl Unpin for HighResolution
impl UnsafeUnpin for HighResolution
impl UnwindSafe for HighResolution
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Source§impl<T, U> AsBindGroupShaderType<U> for T
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