pub enum SpriteRenderer {
Batched {
batcher: BatchSpriteRender,
sprite_buffer: GpuVecBuffer<[SpriteVertex; 4]>,
texture_buffer: GpuVecBuffer<TextureToken>,
},
Compatibility {
stat: SpritesStatic,
sprite_buffer: GpuVecBuffer<[SpriteVertex; 4]>,
},
}Variants§
Batched
Fields
§
batcher: BatchSpriteRender§
sprite_buffer: GpuVecBuffer<[SpriteVertex; 4]>§
texture_buffer: GpuVecBuffer<TextureToken>Compatibility
Implementations§
Source§impl SpriteRenderer
impl SpriteRenderer
pub fn new(compat: bool, format: TextureFormat, device: &Device) -> Self
pub fn render_cache<'pass>( &'pass mut self, sprite_cache: &SpriteCache, camera_binding: BufferBinding<'_>, camera_index: usize, textures: &'pass SpriteTextures, render_pass: &mut RenderPass<'pass>, device: &Device, queue: &Queue, )
pub fn render_cache_range<'pass>( &'pass mut self, sprite_cache: &SpriteCache, range: Range<usize>, camera_binding: BufferBinding<'_>, camera_index: usize, textures: &'pass SpriteTextures, render_pass: &mut RenderPass<'pass>, device: &Device, queue: &Queue, )
Auto Trait Implementations§
impl Freeze for SpriteRenderer
impl !RefUnwindSafe for SpriteRenderer
impl Send for SpriteRenderer
impl Sync for SpriteRenderer
impl Unpin for SpriteRenderer
impl !UnwindSafe for SpriteRenderer
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