Struct amethyst_renderer::DrawShadedSeparate [−][src]
pub struct DrawShadedSeparate { /* fields omitted */ }Draw mesh with simple lighting technique
Methods
impl DrawShadedSeparate[src]
impl DrawShadedSeparatepub fn new() -> Self[src]
pub fn new() -> SelfCreate instance of DrawShaded pass
pub fn with_vertex_skinning(self) -> Self[src]
pub fn with_vertex_skinning(self) -> SelfEnable vertex skinning
pub fn with_transparency(
self,
mask: ColorMask,
blend: Blend,
depth: Option<DepthMode>
) -> Self[src]
pub fn with_transparency(
self,
mask: ColorMask,
blend: Blend,
depth: Option<DepthMode>
) -> SelfEnable transparency
Trait Implementations
impl Default for DrawShadedSeparate[src]
impl Default for DrawShadedSeparatefn default() -> DrawShadedSeparate[src]
fn default() -> DrawShadedSeparateReturns the "default value" for a type. Read more
impl Clone for DrawShadedSeparate[src]
impl Clone for DrawShadedSeparatefn clone(&self) -> DrawShadedSeparate[src]
fn clone(&self) -> DrawShadedSeparateReturns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)1.0.0[src]
fn clone_from(&mut self, source: &Self)1.0.0
[src]Performs copy-assignment from source. Read more
impl Debug for DrawShadedSeparate[src]
impl Debug for DrawShadedSeparatefn fmt(&self, f: &mut Formatter) -> Result[src]
fn fmt(&self, f: &mut Formatter) -> ResultFormats the value using the given formatter. Read more
impl PartialEq for DrawShadedSeparate[src]
impl PartialEq for DrawShadedSeparatefn eq(&self, other: &DrawShadedSeparate) -> bool[src]
fn eq(&self, other: &DrawShadedSeparate) -> boolThis method tests for self and other values to be equal, and is used by ==. Read more
fn ne(&self, other: &DrawShadedSeparate) -> bool[src]
fn ne(&self, other: &DrawShadedSeparate) -> boolThis method tests for !=.
impl<'a> PassData<'a> for DrawShadedSeparate[src]
impl<'a> PassData<'a> for DrawShadedSeparatetype Data = (Entities<'a>, Option<Read<'a, ActiveCamera>>, ReadStorage<'a, Camera>, Read<'a, AmbientColor>, Read<'a, AssetStorage<Mesh>>, Read<'a, AssetStorage<Texture>>, ReadExpect<'a, MaterialDefaults>, Option<Read<'a, Visibility>>, ReadStorage<'a, MeshHandle>, ReadStorage<'a, Material>, ReadStorage<'a, GlobalTransform>, ReadStorage<'a, Light>, ReadStorage<'a, JointTransforms>)
The data itself.
impl Pass for DrawShadedSeparate[src]
impl Pass for DrawShadedSeparatefn compile(&mut self, effect: NewEffect) -> Result<Effect>[src]
fn compile(&mut self, effect: NewEffect) -> Result<Effect>The pass is given an opportunity to compile shaders and store them in an Effect which is then passed to the pass in apply. Read more
fn apply<'a, 'b: 'a>(
&'a mut self,
encoder: &mut Encoder,
effect: &mut Effect,
_factory: Factory,
(entities, active, camera, ambient, mesh_storage, tex_storage, material_defaults, visibility, mesh, material, global, light, joints): Self::Data
)[src]
fn apply<'a, 'b: 'a>(
&'a mut self,
encoder: &mut Encoder,
effect: &mut Effect,
_factory: Factory,
(entities, active, camera, ambient, mesh_storage, tex_storage, material_defaults, visibility, mesh, material, global, light, joints): Self::Data
)Called whenever the renderer is ready to apply the pass. Feed commands into the encoder here. Read more
Auto Trait Implementations
impl Send for DrawShadedSeparate
impl Send for DrawShadedSeparateimpl Sync for DrawShadedSeparate
impl Sync for DrawShadedSeparate