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MediaPayloads

Struct MediaPayloads 

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pub struct MediaPayloads<'a> {
    pub textures: &'a [TextureImage],
    pub text_atlases: Vec<(u32, u32, Vec<u8>)>,
    pub env_map_bytes: Option<&'a [u8]>,
    pub color_lut_bytes: Option<&'a [u8]>,
}
Expand description

Decoded image payloads: texture pools, glyph atlases, and the serialised IBL / grading payloads (None = the backend binds identity fallbacks).

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§textures: &'a [TextureImage]

Decoded textures for the shared handle-indexed pool: one TextureImage per slot carrying its GPU format and mip chain. Every texture – albedo, normal map, emissive/ORM, terrain secondary – lives here once at its handle; the backend appends a flat-normal fallback past the last entry for normal-less draws. RGBA8 images regenerate mips on upload; block- compressed images upload their chain verbatim.

§text_atlases: Vec<(u32, u32, Vec<u8>)>

Glyph atlas textures for text rendering; empty = no text support.

§env_map_bytes: Option<&'a [u8]>

Serialised EnvironmentMap payload (irradiance + prefilter cubemaps). None disables IBL; the runtime binds 1x1 grey fallback cubes.

§color_lut_bytes: Option<&'a [u8]>

Serialised ColorLut payload (3D grading LUT). None = identity LUT.

Auto Trait Implementations§

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impl<'a> Freeze for MediaPayloads<'a>

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impl<'a> RefUnwindSafe for MediaPayloads<'a>

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impl<'a> Send for MediaPayloads<'a>

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impl<'a> Sync for MediaPayloads<'a>

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impl<'a> Unpin for MediaPayloads<'a>

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impl<'a> UnsafeUnpin for MediaPayloads<'a>

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impl<'a> UnwindSafe for MediaPayloads<'a>

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