Enum epaint::TextureId [−][src]
pub enum TextureId { Egui, User(u64), }
What texture to use in a Mesh
mesh.
Variants
The egui font texture.
If you don’t want to use a texture, pick this and the WHITE_UV
for uv-coord.
User(u64)
Your own texture, defined in any which way you want. egui won’t care. The backend renderer will presumably use this to look up what texture to use.
Trait Implementations
impl Copy for TextureId
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impl Eq for TextureId
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impl StructuralEq for TextureId
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impl StructuralPartialEq for TextureId
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Auto Trait Implementations
impl RefUnwindSafe for TextureId
impl Send for TextureId
impl Sync for TextureId
impl Unpin for TextureId
impl UnwindSafe for TextureId
Blanket Implementations
impl<T> BorrowMut<T> for T where
T: ?Sized,
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impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]pub fn borrow_mut(&mut self) -> &mut T
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pub fn borrow_mut(&mut self) -> &mut T
[src]Mutably borrows from an owned value. Read more
impl<T> CallHasher for T where
T: Hash + ?Sized,
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impl<T> CallHasher for T where
T: Hash + ?Sized,
[src]impl<T> ToOwned for T where
T: Clone,
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impl<T> ToOwned for T where
T: Clone,
[src]type Owned = T
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn to_owned(&self) -> T
[src]Creates owned data from borrowed data, usually by cloning. Read more
pub fn clone_into(&self, target: &mut T)
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pub fn clone_into(&self, target: &mut T)
[src]🔬 This is a nightly-only experimental API. (toowned_clone_into
)
recently added
Uses borrowed data to replace owned data, usually by cloning. Read more