pub struct TextureArray { /* private fields */ }Implementations§
Source§impl TextureArray
impl TextureArray
pub fn from_files(files: Vec<&'static str>) -> Self
pub fn from_data( width: u32, height: u32, format: TextureFormat, layers: Vec<Vec<u8>>, ) -> Self
pub fn empty( width: u32, height: u32, format: TextureFormat, layer_count: u32, ) -> Self
pub fn with_format(self, format: TextureFormat) -> Self
pub fn with_mips(self) -> Self
pub fn with_mip_count(self, count: u32) -> Self
pub fn build_asset( self, name: &str, assets: &mut Assets<TextureArray>, ) -> Handle<TextureArray>
pub fn data(&self) -> Option<&[Vec<u8>]>
pub fn release_cpu_data(&mut self)
Trait Implementations§
Source§impl Asset<Backend> for TextureArray
impl Asset<Backend> for TextureArray
type Deps<'a> = Read<'a, MipmapGenerator>
fn upload<'a>( &self, backend: &Backend, mipmap_generator: &Read<'a, MipmapGenerator>, ) -> Option<GPUTextureArray>
Source§impl AssetSource for TextureArray
impl AssetSource for TextureArray
type Processed = GPUTextureArray
Auto Trait Implementations§
impl Freeze for TextureArray
impl RefUnwindSafe for TextureArray
impl Send for TextureArray
impl Sync for TextureArray
impl Unpin for TextureArray
impl UnsafeUnpin for TextureArray
impl UnwindSafe for TextureArray
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