Struct skeletal_animation::skinned_renderer::SkinnedRenderer
[−]
[src]
pub struct SkinnedRenderer<R: Resources, T: Transform> { /* fields omitted */ }
Methods
impl<'a, R: Resources, T: Transform + HasShaderSources<'a>> SkinnedRenderer<R, T>
[src]
pub fn from_collada<F: Factory<R>>(
factory: &mut F,
collada_document: ColladaDocument,
texture_paths: Vec<&str>
) -> Result<SkinnedRenderer<R, T>, ProgramError>
[src]
factory: &mut F,
collada_document: ColladaDocument,
texture_paths: Vec<&str>
) -> Result<SkinnedRenderer<R, T>, ProgramError>
pub fn render<C: CommandBuffer<R>, Rf: RenderFormat>(
&mut self,
encoder: &mut Encoder<R, C>,
out_color: &RenderTargetView<R, Rf>,
out_depth: &DepthStencilView<R, DepthStencil>,
view: [[f32; 4]; 4],
projection: [[f32; 4]; 4],
joint_poses: &[T]
) where
T: Pod,
[src]
&mut self,
encoder: &mut Encoder<R, C>,
out_color: &RenderTargetView<R, Rf>,
out_depth: &DepthStencilView<R, DepthStencil>,
view: [[f32; 4]; 4],
projection: [[f32; 4]; 4],
joint_poses: &[T]
) where
T: Pod,
pub fn calculate_skinning_transforms(&self, global_poses: &[T]) -> Vec<T>
[src]
TODO - don't allocate a new vector
Trait Implementations
Auto Trait Implementations
impl<R, T> Send for SkinnedRenderer<R, T> where
T: Send,
<R as Resources>::Buffer: Send + Sync,
<R as Resources>::Mapping: Send,
<R as Resources>::PipelineStateObject: Send + Sync,
<R as Resources>::Program: Send + Sync,
<R as Resources>::Sampler: Send + Sync,
<R as Resources>::ShaderResourceView: Send + Sync,
<R as Resources>::Texture: Send + Sync,
T: Send,
<R as Resources>::Buffer: Send + Sync,
<R as Resources>::Mapping: Send,
<R as Resources>::PipelineStateObject: Send + Sync,
<R as Resources>::Program: Send + Sync,
<R as Resources>::Sampler: Send + Sync,
<R as Resources>::ShaderResourceView: Send + Sync,
<R as Resources>::Texture: Send + Sync,
impl<R, T> Sync for SkinnedRenderer<R, T> where
T: Sync,
<R as Resources>::Buffer: Send + Sync,
<R as Resources>::Mapping: Send,
<R as Resources>::PipelineStateObject: Send + Sync,
<R as Resources>::Program: Send + Sync,
<R as Resources>::Sampler: Send + Sync,
<R as Resources>::ShaderResourceView: Send + Sync,
<R as Resources>::Texture: Send + Sync,
T: Sync,
<R as Resources>::Buffer: Send + Sync,
<R as Resources>::Mapping: Send,
<R as Resources>::PipelineStateObject: Send + Sync,
<R as Resources>::Program: Send + Sync,
<R as Resources>::Sampler: Send + Sync,
<R as Resources>::ShaderResourceView: Send + Sync,
<R as Resources>::Texture: Send + Sync,