DrawIndexedArgs

Struct DrawIndexedArgs 

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pub struct DrawIndexedArgs<'a> {
Show 15 fields pub surface: Surface, pub viewport: Bounds2<i32>, pub scissor: Option<Bounds2<i32>>, pub blend_mode: BlendMode, pub depth_test: Option<DepthTest>, pub cull_mode: Option<CullMode>, pub mask: DrawMask, pub prim_type: PrimType, pub shader: Shader, pub uniforms: &'a [&'a dyn UniformVisitor], pub vertices: &'a [DrawVertexBuffer], pub indices: IndexBuffer, pub index_start: u32, pub index_end: u32, pub instances: i32,
}
Expand description

Arguments for draw_indexed.

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§surface: Surface

Surface to draw on.

§viewport: Bounds2<i32>

Viewport rectangle.

§scissor: Option<Bounds2<i32>>

Scissor rectangle.

§blend_mode: BlendMode

Blend mode.

§depth_test: Option<DepthTest>

Depth test.

§cull_mode: Option<CullMode>

Triangle culling mode.

§mask: DrawMask

Draw mask.

§prim_type: PrimType

Primitive type.

§shader: Shader

Shader used.

§uniforms: &'a [&'a dyn UniformVisitor]

Uniforms.

§vertices: &'a [DrawVertexBuffer]

Vertices.

§indices: IndexBuffer

Indices.

§index_start: u32

Index of the first index.

§index_end: u32

Index of one past the last index.

§instances: i32

Number of instances to draw.

If this is less than zero, instanced drawing is disabled.

Auto Trait Implementations§

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impl<'a> Freeze for DrawIndexedArgs<'a>

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impl<'a> !RefUnwindSafe for DrawIndexedArgs<'a>

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impl<'a> !Send for DrawIndexedArgs<'a>

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impl<'a> !Sync for DrawIndexedArgs<'a>

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impl<'a> Unpin for DrawIndexedArgs<'a>

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impl<'a> !UnwindSafe for DrawIndexedArgs<'a>

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