pub struct ScenePassOps {
pub clear: Option<[f32; 4]>,
pub load_depth: bool,
pub store_depth: bool,
}Expand description
Attachment behaviour of an offscreen scene pass
(DepthComposite::begin_scene_ops).
Fields§
§clear: Option<[f32; 4]>Clear color when Some, else keep the target’s contents instead (a
pass that draws over what an earlier pass left).
load_depth: boolKeep the depth buffer’s contents instead of clearing it.
store_depth: boolKeep the depth buffer after the pass. false discards it (the
single-pass default); a later pass that loads depth needs true on
the earlier one.
Trait Implementations§
Source§impl Clone for ScenePassOps
impl Clone for ScenePassOps
impl Copy for ScenePassOps
Source§impl Debug for ScenePassOps
impl Debug for ScenePassOps
Source§impl PartialEq for ScenePassOps
impl PartialEq for ScenePassOps
impl StructuralPartialEq for ScenePassOps
Auto Trait Implementations§
impl Freeze for ScenePassOps
impl RefUnwindSafe for ScenePassOps
impl Send for ScenePassOps
impl Sync for ScenePassOps
impl Unpin for ScenePassOps
impl UnsafeUnpin for ScenePassOps
impl UnwindSafe for ScenePassOps
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