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Texture

Struct Texture 

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pub struct Texture {
    pub texture: Texture,
    pub view: TextureView,
    pub sampler: Option<Sampler>,
}
Expand description

A GPU texture with a view and optional sampler.

Wraps WGPU texture objects along with associated views and samplers. Textures are used for color maps, normal maps, depth, and other data bound to shaders. Typically created via from_bytes or via create_depth_texture.

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§texture: Texture§view: TextureView§sampler: Option<Sampler>

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impl Texture

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pub const DEPTH_FORMAT: TextureFormat = wgpu::TextureFormat::Depth32Float

Standard depth buffer texture format (32-bit float).

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pub fn create_msaa_texture( device: &Device, config: &SurfaceConfiguration, sample_count: u32, ) -> TextureView

Create a depth texture for depth-testing during rendering.

Depth textures are required for proper depth-testing to determine which objects are in front of others. The returned texture is suitable for use as a RENDER_ATTACHMENT in render passes.

§Arguments
  • size is [width, height] of the texture in pixels
  • label is used as a debug label for the GPU resource
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pub fn create_depth_texture( device: &Device, size: [u32; 2], label: &str, sample_count: u32, ) -> Self

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pub fn create_default_normal_map( width: u32, height: u32, device: &Device, queue: &Queue, ) -> Texture

Create a default normal map (neutral blue, representing no deformation).

Returns a solid blue texture suitable as a default when no normal map is provided. This avoids the need to change shaders when normal maps are optional.

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pub fn from_bytes( device: &Device, queue: &Queue, bytes: &[u8], label: &str, format: Option<&str>, is_normal_map: bool, ) -> Result<Self>

Load a texture from raw byte data (image file contents).

§Arguments
  • bytes represent raw image file data (PNG, JPEG, etc.)
  • label is used as a debug name for the GPU resource
  • format is an optional file format hint (e.g., “png”). If None, auto-detect.
  • is_normal_map toggles between sRGB (false) and linear (true) color space
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pub fn from_color(rgba: [u8; 4], device: &Device, queue: &Queue) -> Texture

Create a 1×1 solid-colour texture from a raw RGBA byte array.

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pub fn from_image( device: &Device, queue: &Queue, img: &DynamicImage, label: Option<&str>, is_normal_map: bool, ) -> Result<Self>

Trait Implementations§

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impl Clone for Texture

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fn clone(&self) -> Texture

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Texture

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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Gets the TypeId of self. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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