pub struct FallbackResources {
pub white_dummy: Rc<RefCell<dyn GpuTexture>>,
pub black_dummy: Rc<RefCell<dyn GpuTexture>>,
pub environment_dummy: Rc<RefCell<dyn GpuTexture>>,
pub normal_dummy: Rc<RefCell<dyn GpuTexture>>,
pub metallic_dummy: Rc<RefCell<dyn GpuTexture>>,
pub volume_dummy: Rc<RefCell<dyn GpuTexture>>,
pub bone_matrices_stub_uniform_buffer: Box<dyn Buffer>,
}
Expand description
A set of textures of certain kinds that could be used as a stub in cases when you don’t have your own texture of this kind.
Fields§
§white_dummy: Rc<RefCell<dyn GpuTexture>>
White, one pixel, texture which will be used as stub when rendering something without a texture specified.
black_dummy: Rc<RefCell<dyn GpuTexture>>
Black, one pixel, texture.
environment_dummy: Rc<RefCell<dyn GpuTexture>>
A cube map with 6 textures of 1x1 black pixel in size.
normal_dummy: Rc<RefCell<dyn GpuTexture>>
One pixel texture with (0, 1, 0) vector is used as stub when rendering something without a normal map.
metallic_dummy: Rc<RefCell<dyn GpuTexture>>
One pixel texture used as stub when rendering something without a metallic texture. Default metalness is 0.0
volume_dummy: Rc<RefCell<dyn GpuTexture>>
One pixel volume texture.
bone_matrices_stub_uniform_buffer: Box<dyn Buffer>
A stub uniform buffer for situation when there’s no actual bone matrices.
Implementations§
Source§impl FallbackResources
impl FallbackResources
Sourcepub fn sampler_fallback(
&self,
sampler_fallback: SamplerFallback,
) -> &Rc<RefCell<dyn GpuTexture>>
pub fn sampler_fallback( &self, sampler_fallback: SamplerFallback, ) -> &Rc<RefCell<dyn GpuTexture>>
Picks a texture that corresponds to the actual value of the given sampler fallback.
Auto Trait Implementations§
impl Freeze for FallbackResources
impl !RefUnwindSafe for FallbackResources
impl !Send for FallbackResources
impl !Sync for FallbackResources
impl Unpin for FallbackResources
impl !UnwindSafe for FallbackResources
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