Struct warbler_grass::GrassNoiseTexture
source · pub struct GrassNoiseTexture(_);Expand description
The texture used to animate the wind on the grass.
Most likely you don’t need to change that unless you want your wind to “feel” different. If you decide to swap it, note that you want the texture to be tileable,
Trait Implementations§
source§impl Clone for GrassNoiseTexture
impl Clone for GrassNoiseTexture
source§impl ExtractResource for GrassNoiseTexturewhere
Self: Clone,
impl ExtractResource for GrassNoiseTexturewhere Self: Clone,
type Source = GrassNoiseTexture
source§fn extract_resource(source: &Self::Source) -> Self
fn extract_resource(source: &Self::Source) -> Self
Defines how the resource is transferred into the “render world”.
source§impl FromWorld for GrassNoiseTexture
impl FromWorld for GrassNoiseTexture
source§fn from_world(world: &mut World) -> Self
fn from_world(world: &mut World) -> Self
Creates
Self using data from the given [World]impl Resource for GrassNoiseTexturewhere Self: Send + Sync + 'static,
Auto Trait Implementations§
impl RefUnwindSafe for GrassNoiseTexture
impl Send for GrassNoiseTexture
impl Sync for GrassNoiseTexture
impl Unpin for GrassNoiseTexture
impl UnwindSafe for GrassNoiseTexture
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T [ShaderType] for self. When used in [AsBindGroup]
derives, it is safe to assume that all images in self exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
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