pub struct Bindings {
pub vertex_buffers: Vec<BufferId>,
pub index_buffer: BufferId,
pub images: Vec<TextureId>,
}
Expand description
Geometry bindings
Fields§
§vertex_buffers: Vec<BufferId>
Vertex buffers. Data contained in the buffer must match layout
specified in the Pipeline
.
Most commonly vertex buffer will contain (x,y,z,w)
coordinates of the
vertex in 3d space, as well as (u,v)
coordinates that map the vertex
to some position in the corresponding Texture
.
index_buffer: BufferId
Index buffer which instructs the GPU in which order to draw vertices from a vertex buffer, with each subsequent 3 indices forming a triangle.
images: Vec<TextureId>
Textures to be used with when drawing the geometry in the fragment shader.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Bindings
impl RefUnwindSafe for Bindings
impl Send for Bindings
impl Sync for Bindings
impl Unpin for Bindings
impl UnwindSafe for Bindings
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