#[repr(C)]pub struct Vertex {
pub pos: Pos2,
pub uv: Pos2,
pub color: Color32,
}Expand description
The 2D vertex type.
Should be friendly to send to GPU as is.
Fields§
§pos: Pos2Logical pixel coordinates (points). (0,0) is the top left corner of the screen.
uv: Pos2Normalized texture coordinates. (0, 0) is the top left corner of the texture. (1, 1) is the bottom right corner of the texture.
color: Color32sRGBA with premultiplied alpha
Trait Implementations§
impl Copy for Vertex
impl Eq for Vertex
impl Pod for Vertex
impl StructuralPartialEq for Vertex
Auto Trait Implementations§
impl Freeze for Vertex
impl RefUnwindSafe for Vertex
impl Send for Vertex
impl Sync for Vertex
impl Unpin for Vertex
impl UnwindSafe for Vertex
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
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Source§impl<T> CheckedBitPattern for Twhere
T: AnyBitPattern,
impl<T> CheckedBitPattern for Twhere
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Source§type Bits = T
type Bits = T
Self must have the same layout as the specified Bits except for
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If this function returns true, then it must be valid to reinterpret
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Prepares an output buffer, then turns this buffer into an
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Returns the size of each element.
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Produces a pointer to the data.
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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
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The inverse inclusion map: attempts to construct
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The inclusion map: converts
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