Struct Texture3D

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pub struct Texture3D {
Show 17 fields pub m_DataSize: u32, pub m_Depth: i32, pub m_Format: i64, pub m_Height: i32, pub m_Name: String, pub m_TextureSettings: GLTextureSettings, pub m_Width: i32, pub image_data: Option<Vec<u8>>, pub m_ColorSpace: Option<i32>, pub m_DownscaleFallback: Option<bool>, pub m_ForcedFallbackFormat: Option<i32>, pub m_IsAlphaChannelOptional: Option<bool>, pub m_IsReadable: Option<bool>, pub m_MipCount: Option<i32>, pub m_MipMap: Option<bool>, pub m_StreamData: Option<StreamingInfo>, pub m_UsageMode: Option<i32>,
}
Expand description

Texture3D is a class of the Unity engine since version 4.0.0. Exert from Unity’s scripting documentation: Class for handling 3D Textures, Use this to create 3D texture assets. 3D textures are commonly used as lookup tables by shaders, or to represent volumetric data.Typically you’d create a 3D texture, fill it up with data (SetPixels or SetPixels32) and call

Apply to upload the data to the GPU.Note that this class does not support Texture3D creation with a Crunch compression TextureFormat.

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§m_DataSize: u32§m_Depth: i32

The depth of the texture (Read Only).

§m_Format: i64

The format of the pixel data in the texture (Read Only).

§m_Height: i32

Height of the Texture in pixels (Read Only).

§m_Name: String

The name of the object.

§m_TextureSettings: GLTextureSettings§m_Width: i32

Width of the Texture in pixels (Read Only).

§image_data: Option<Vec<u8>>

Vec: (4.0.0 - 2022.3.2f1)

§m_ColorSpace: Option<i32>

i32: (2019.1.0b1 - 2022.3.2f1)

§m_DownscaleFallback: Option<bool>

bool: (2017.3.0b1 - 2022.3.2f1)

§m_ForcedFallbackFormat: Option<i32>

i32: (2017.3.0b1 - 2022.3.2f1)

§m_IsAlphaChannelOptional: Option<bool>

bool: (2020.2.0b1 - 2022.3.2f1)

§m_IsReadable: Option<bool>

Whether Unity stores an additional copy of this texture’s pixel data in CPU-addressable memory. bool: (5.4.0f3 - 2022.3.2f1)

§m_MipCount: Option<i32>

i32: (5.2.0f2 - 2022.3.2f1)

§m_MipMap: Option<bool>

bool: (4.0.0 - 5.1.5f1)

§m_StreamData: Option<StreamingInfo>

StreamingInfo: (5.6.0b1 - 2022.3.2f1)

§m_UsageMode: Option<i32>

i32: (2020.2.0b1 - 2022.3.2f1)

Trait Implementations§

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impl Debug for Texture3D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for Texture3D

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for Texture3D

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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type Output = T

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type Error = Infallible

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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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Performs the conversion.
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impl<T> DeserializeOwned for T
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