Struct VertexAttributeDescriptor

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pub struct VertexAttributeDescriptor {
    pub usage: VertexAttributeUsage,
    pub data_type: VertexAttributeDataType,
    pub size: u8,
    pub divisor: u8,
    pub shader_location: u8,
    pub normalized: bool,
}
Expand description

Input vertex attribute descriptor used to construct layouts and feed vertex buffer.

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§usage: VertexAttributeUsage

Claimed usage of the attribute. It could be Position, Normal, etc.

§data_type: VertexAttributeDataType

Data type of every component of the attribute. It could be F32, U32, U16, etc.

§size: u8

Size of attribute expressed in components. For example, for Position it could be 3 - which means there are 3 components in attribute of data_type.

§divisor: u8

Sets a “fetch rate” for vertex shader at which it will read vertex attribute: 0 - per vertex (default) 1 - per instance 2 - per 2 instances and so on.

§shader_location: u8

Defines location of the attribute in a shader (layout(location = x) attrib;)

§normalized: bool

Whether the attribute values should be normalized into 0.0..1.0 range or not. If this field is set to false, then the numbers will appear “as-is” when fetching them in a shader. On the other hand, if it is true, then any numeric value will be normalized by applying normalized = num / T::max() equation. This way all numbers will always stay in 0.0..1.0 range.

For example, normalization could be useful for RGB colors that expressed as three bytes (u8). In this case normalization will turn the color into 0.0..1.0 range.

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impl Debug for VertexAttributeDescriptor

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

Formats the value using the given formatter. Read more
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impl Hash for VertexAttributeDescriptor

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more

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