[][src]Struct paddle::GpuVertex

pub struct GpuVertex {
    pub pos: Vector,
    pub tex_pos: Option<Vector>,
    pub col: Color,
    pub z: f32,
}

A vertex for drawing items to the GPU

Fields

pos: Vector

The position of the vertex in space

tex_pos: Option<Vector>

If there is a texture attached to this vertex, where to get the texture data from

It is normalized from 0 to 1

col: Color

The color to blend this vertex with

z: f32

Z coordinate in range [-1,1]

Implementations

impl GpuVertex[src]

pub fn new(
    pos: impl Into<Vector>,
    z: f32,
    tex_pos: Option<Vector>,
    bkg: Background<'_>
) -> GpuVertex
[src]

Create a new GPU vertex

Trait Implementations

impl Clone for GpuVertex[src]

impl Debug for GpuVertex[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Activity for T where
    T: Any
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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,