Trait luminance::framebuffer::DepthSlot [−][src]
pub unsafe trait DepthSlot<L, D> where
L: Layerable,
D: Dimensionable,
D::Size: Copy, { fn depth_format() -> Option<PixelFormat>; fn reify_texture<C, T>(
ctx: &mut C,
size: D::Size,
mipmaps: usize,
texture: T
) -> Self
where
C: GraphicsContext,
T: Into<Option<GLuint>>; }
A framebuffer has a depth slot. A depth slot can either be empty (the unit type is used, ()
)
or a single depth format.
Required Methods
fn depth_format() -> Option<PixelFormat>
Turn a depth slot into a pixel format.
fn reify_texture<C, T>(
ctx: &mut C,
size: D::Size,
mipmaps: usize,
texture: T
) -> Self where
C: GraphicsContext,
T: Into<Option<GLuint>>,
ctx: &mut C,
size: D::Size,
mipmaps: usize,
texture: T
) -> Self where
C: GraphicsContext,
T: Into<Option<GLuint>>,
Reify a raw textures into a depth slot.
Implementations on Foreign Types
impl<L, D> DepthSlot<L, D> for () where
L: Layerable,
D: Dimensionable,
D::Size: Copy,
[src]
impl<L, D> DepthSlot<L, D> for () where
L: Layerable,
D: Dimensionable,
D::Size: Copy,
fn depth_format() -> Option<PixelFormat>
[src]
fn depth_format() -> Option<PixelFormat>
fn reify_texture<C, T>(_: &mut C, _: D::Size, _: usize, _: T) -> Self where
C: GraphicsContext,
T: Into<Option<GLuint>>,
[src]
fn reify_texture<C, T>(_: &mut C, _: D::Size, _: usize, _: T) -> Self where
C: GraphicsContext,
T: Into<Option<GLuint>>,
Implementors
impl<L, D, P> DepthSlot<L, D> for Texture<L, D, P> where
L: Layerable,
D: Dimensionable,
D::Size: Copy,
P: DepthPixel,