pub struct SubTexture { /* private fields */ }
Expand description

A SubTexture is a part of a full Texture.

It stores the UV co-ordinates of the part of the Texture it occupies.

Implementations

Create a new SubTexture with the full UV co-ordinates.

Create a new SubTexture with the given UV co-ordinates.

Get the UV co-ordinates as an array of four two-component f32.

Create a Vec of SubTextures from a sprite sheet.

Uses the number of cells horizontally and vertically to devide the cells.

Trait Implementations

Binds a struct implementing the Bind trait. This is up to the implementation to decide.

Optionally unbinds a struct implementing the Bind trait. This effectively resets the WebGL state.

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

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

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Should always be Self

The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more

Checks if self is actually part of its subset T (and can be converted to it).

Use with care! Same as self.to_subset but without any property checks. Always succeeds.

The inclusion map: converts self to the equivalent element of its superset.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.