[][src]Struct screen_13::gpu::vertex::NormalVertexEx

#[repr(C)]pub struct NormalVertexEx {
    pub position: Vec3,
    pub normal: Vec3,
    pub tangent: Vec4,
    pub tex_coord: Vec2,
}

Same as Normal, except that the additional vertex attributes (normal and tanget) are specified here as opposed to being calculated before use.

Only needed if you want more control over the normal/tangent generation process.

Fields

position: Vec3

POSITION

normal: Vec3

NORMAL

tangent: Vec4

TANGENT (four component with handedness)

tex_coord: Vec2

TEXCOORD0

Trait Implementations

impl Clone for NormalVertexEx[src]

impl Copy for NormalVertexEx[src]

impl Debug for NormalVertexEx[src]

impl Default for NormalVertexEx[src]

impl Eq for NormalVertexEx[src]

impl From<&'_ NormalVertexEx> for Vertex[src]

impl From<[f32; 12]> for NormalVertexEx[src]

impl From<([f32; 3], [f32; 3], [f32; 4], [f32; 2])> for NormalVertexEx[src]

impl From<(Vec3, Vec3, Vec4, Vec2)> for NormalVertexEx[src]

impl From<NormalVertexEx> for Vertex[src]

impl Ord for NormalVertexEx[src]

impl PartialEq<NormalVertexEx> for NormalVertexEx[src]

impl PartialOrd<NormalVertexEx> for NormalVertexEx[src]

impl StructuralPartialEq for NormalVertexEx[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Pointable for T

type Init = T

The type for initializers.

impl<T> Same<T> for T[src]

type Output = T

Should always be Self

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.