Enum egui::TextureId [−][src]
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 Clone for TextureId
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impl Copy for TextureId
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impl Debug for TextureId
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impl Default for TextureId
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impl Eq for TextureId
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impl Hash for TextureId
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pub fn hash<__H>(&self, state: &mut __H) where
__H: Hasher,
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__H: Hasher,
pub fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
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H: Hasher,
impl PartialEq<TextureId> 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> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> CallHasher for T where
T: Hash + ?Sized,
T: Hash + ?Sized,
pub default fn get_hash<H, B>(value: &H, build_hasher: &B) -> u64 where
B: BuildHasher,
H: Hash + ?Sized,
B: BuildHasher,
H: Hash + ?Sized,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,