pub struct DeterministicRenderingConfig {
    pub stable_sort_z_fighting: bool,
}
Expand description

Configure deterministic rendering to fix flickering due to z-fighting.

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§stable_sort_z_fighting: bool

Sort visible entities by id before rendering to avoid flickering.

Render is parallel by default, and if there’s z-fighting, it may cause flickering. Default fix for the issue is to set depth_bias per material. When it is not possible, entities sorting can be used.

This option costs performance and disabled by default.

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impl Default for DeterministicRenderingConfig

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fn default() -> DeterministicRenderingConfig

Returns the “default value” for a type. Read more
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impl Resource for DeterministicRenderingConfig
where Self: Send + Sync + 'static,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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