#[repr(C, packed(4))]pub struct SceneDisplay {
pub light_direction: [f32; 3],
pub shadow_shift: f32,
pub shadow_focus: f32,
pub matcap_ssao_distance: f32,
pub matcap_ssao_attenuation: f32,
pub matcap_ssao_samples: i32,
pub viewport_aa: i8,
pub render_aa: i8,
pub _pad: [i8; 6],
pub shading: View3DShading,
}Fields§
§light_direction: [f32; 3]§shadow_shift: f32§shadow_focus: f32§matcap_ssao_distance: f32§matcap_ssao_attenuation: f32§matcap_ssao_samples: i32§viewport_aa: i8§render_aa: i8§_pad: [i8; 6]§shading: View3DShadingTrait Implementations§
Source§impl GeneratedBlendStruct for SceneDisplay
impl GeneratedBlendStruct for SceneDisplay
const BLEND_VERSION: Version
const BLEND_POINTER_SIZE: usize = 8usize
const BLEND_ENDIANNESS: Endianness = Endianness::Little
const STRUCT_NAME: &'static str = "SceneDisplay"
const STRUCT_INDEX: usize = 221usize
const STRUCT_TYPE_INDEX: usize = 308usize
const IS_SYNTHETIC: bool = false
impl PointerTarget<SceneDisplay> for SceneDisplay
Auto Trait Implementations§
impl Freeze for SceneDisplay
impl RefUnwindSafe for SceneDisplay
impl Send for SceneDisplay
impl Sync for SceneDisplay
impl Unpin for SceneDisplay
impl UnwindSafe for SceneDisplay
Blanket Implementations§
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