DynamicWorldBuffers

Struct DynamicWorldBuffers 

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pub struct DynamicWorldBuffers<D: Device> {
    pub draw: DynamicBuffer<D, DrawData>,
    pub extent: DynamicBuffer<D, ExtentData>,
    pub material: DynamicBuffer<D, MaterialData>,
    pub point_light: DynamicBuffer<D, PointLightData>,
    pub spot_light: DynamicBuffer<D, SpotLightData>,
    pub directional_light: DynamicBuffer<D, DirectionalLightData>,
    pub shadow_matrix: DynamicBuffer<D, Mat4f>,
    pub camera: DynamicBuffer<D, CameraData>,
}

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§draw: DynamicBuffer<D, DrawData>

Structured buffer containing bindless draw call information DrawData

§extent: DynamicBuffer<D, ExtentData>

Structured buffer containing bindless draw call information DrawData

§material: DynamicBuffer<D, MaterialData>§point_light: DynamicBuffer<D, PointLightData>§spot_light: DynamicBuffer<D, SpotLightData>§directional_light: DynamicBuffer<D, DirectionalLightData>§shadow_matrix: DynamicBuffer<D, Mat4f>

Structured buffer for shadow map matrices

§camera: DynamicBuffer<D, CameraData>

Constant buffer containing camera info

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impl<D> Default for DynamicWorldBuffers<D>
where D: Device,

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fn default() -> Self

Returns the “default value” for a type. Read more

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