pub struct OverlayRenderPass {
pub pictogram_size: f32,
pub scene_handle: Handle<Scene>,
/* private fields */
}Fields§
§pictogram_size: f32§scene_handle: Handle<Scene>Implementations§
Source§impl OverlayRenderPass
impl OverlayRenderPass
pub fn new(server: &dyn GraphicsServer) -> Rc<RefCell<Self>>
Trait Implementations§
Source§impl SceneRenderPass for OverlayRenderPass
impl SceneRenderPass for OverlayRenderPass
Source§fn on_hdr_render(
&mut self,
ctx: SceneRenderPassContext<'_, '_>,
) -> Result<RenderPassStatistics, FrameworkError>
fn on_hdr_render( &mut self, ctx: SceneRenderPassContext<'_, '_>, ) -> Result<RenderPassStatistics, FrameworkError>
Renders scene into high dynamic range target. It will be called for each scene
registered in the engine, but you are able to filter out scene by its handle.
Source§fn source_type_id(&self) -> TypeId
fn source_type_id(&self) -> TypeId
Should return type id of a plugin, that holds this render pass. WARNING: Setting incorrect
(anything else, than a real plugin’s type id) value here will result in hard crash with happy
debugging times.
Source§fn on_ldr_render(
&mut self,
_ctx: SceneRenderPassContext<'_, '_>,
) -> Result<RenderPassStatistics, FrameworkError>
fn on_ldr_render( &mut self, _ctx: SceneRenderPassContext<'_, '_>, ) -> Result<RenderPassStatistics, FrameworkError>
Renders scene into low dynamic range target. It will be called for each scene
registered in the engine, but you are able to filter out scene by its handle.
Auto Trait Implementations§
impl Freeze for OverlayRenderPass
impl !RefUnwindSafe for OverlayRenderPass
impl !Send for OverlayRenderPass
impl !Sync for OverlayRenderPass
impl Unpin for OverlayRenderPass
impl UnsafeUnpin for OverlayRenderPass
impl !UnwindSafe for OverlayRenderPass
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