[−][src]Struct very_simple_2d_core::sprite::TexIndex
The texture index is the other piece of data every sprite has besides its position. It tells the gpu which part of a texture to draw. Each texture object has functions to create this index from a x and y coordinate. On the gpu, the index will be split into a x and y coordinate. If the index is larger than texture.dim.x*texture.dim.y then it will be modded so that it can be mapped to a tile set. But obviously, the user should be picking an index that maps to a valid tile in the tile set to begin with.
Auto Trait Implementations
impl RefUnwindSafe for TexIndex
impl Send for TexIndex
impl Sync for TexIndex
impl Unpin for TexIndex
impl UnwindSafe for TexIndex
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
T: Parameter<Self>,
T: Parameter<Self>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,