pub struct SkinnedBatchRenderer { /* private fields */ }Expand description
Holds one GPU buffer pair per unique (material, mesh) batch — one per
skeleton type in practice. Retrieve the bind group for a batch from your
render system via bind_group.
WGSL layout for GroupEntry::Global("pebble_skinning"):
struct SkinningInfo { joint_count: u32 }
@group(N) @binding(0) var<storage, read> joint_matrices: array<mat4x4<f32>>;
@group(N) @binding(1) var<uniform> skin_info: SkinningInfo;
// in vs_main: let base = instance_index * skin_info.joint_count;Implementations§
Source§impl SkinnedBatchRenderer
impl SkinnedBatchRenderer
Sourcepub fn bind_group(
&self,
material: RawAssetHandle,
mesh: RawAssetHandle,
) -> Option<&BindGroup>
pub fn bind_group( &self, material: RawAssetHandle, mesh: RawAssetHandle, ) -> Option<&BindGroup>
The bind group for the (material, mesh) batch — pass to
set_bind_group immediately before draw_indexed(0..index_count, 0, 0..instance_count).
Auto Trait Implementations§
impl !RefUnwindSafe for SkinnedBatchRenderer
impl !UnwindSafe for SkinnedBatchRenderer
impl Freeze for SkinnedBatchRenderer
impl Send for SkinnedBatchRenderer
impl Sync for SkinnedBatchRenderer
impl Unpin for SkinnedBatchRenderer
impl UnsafeUnpin for SkinnedBatchRenderer
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