[][src]Struct web_glitz::rendering::DefaultDepthStencilBuffer

pub struct DefaultDepthStencilBuffer { /* fields omitted */ }

Represents the depth-stencil buffer for a [DefaultRenderTarget] with both a depth and a stencil channel.

Implementations

impl DefaultDepthStencilBuffer[src]

pub fn clear_command(
    &self,
    depth: f32,
    stencil: i32,
    region: Region2D
) -> ClearDepthStencilCommand
[src]

Returns a command that clears all depth values in the region to depth and all stencil values in the region to stencil.

Values outside the region are unaffected. See also [clear_depth_command] for a command that clears only depth values, and [clear_stencil_command] for a command that clears only stencil values.

Examples

The following command will clear the entire depth-stencil buffer to a depth value of 1.0 and a stencil value of 0:

let command = buffer.clear_command(1.0, 0, Region2D::Fill);

It's also possible to only clear a specific rectangular area of the buffer:

let command = buffer.clear_command(1.0, 0, Region2D::Area((0, 0), 100, 100));

See also Region2D.

pub fn clear_depth_command(
    &self,
    depth: f32,
    region: Region2D
) -> ClearDepthCommand
[src]

Returns a command that clears all depth values in the region to depth.

Stencil values and depth values outside the region are unaffected. See also [clear_stencil_command] for a command that clears stencil values, and [clear_command] for a command that clears both depth and stencil values.

Examples

The following command will clear the entire depth-stencil buffer to a depth value of 1.0:

let command = buffer.clear_depth_command(1.0, Region2D::Fill);

The stencil values in the depth-stencil buffer will not change.

It's also possible to only clear a specific rectangular area of the buffer:

let command = buffer.clear_depth_command(1.0, Region2D::Area((0, 0), 100, 100));

See also Region2D.

pub fn clear_stencil_command(
    &self,
    stencil: i32,
    region: Region2D
) -> ClearStencilCommand
[src]

Returns a command that clears all stencil values in the region to stencil.

Depth values and stencil values outside the region are unaffected. See also [clear_depth_command] for a command that clears depth values, and [clear_command] for a command that clears both depth and stencil values.

Examples

The following command will clear the entire depth-stencil buffer to a stencil value of 0:

let command = buffer.clear_stencil_command(0, Region2D::Fill);

The depth values in the depth-stencil buffer will not change.

It's also possible to only clear a specific rectangular area of the buffer:

let command = buffer.clear_stencil_command(0, Region2D::Area((0, 0), 100, 100));

See also Region2D.

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<D, T> IntoBuffer<T> for D where
    D: Borrow<T> + 'static,
    T: Copy + 'static, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.