Struct bevy_render::mesh::GpuMesh
source · pub struct GpuMesh {
pub vertex_buffer: Buffer,
pub vertex_count: u32,
pub morph_targets: Option<TextureView>,
pub buffer_info: GpuBufferInfo,
pub primitive_topology: PrimitiveTopology,
pub layout: MeshVertexBufferLayout,
}
Expand description
The GPU-representation of a Mesh
.
Consists of a vertex data buffer and an optional index data buffer.
Fields§
§vertex_buffer: Buffer
Contains all attribute data for each vertex.
vertex_count: u32
§morph_targets: Option<TextureView>
§buffer_info: GpuBufferInfo
§primitive_topology: PrimitiveTopology
§layout: MeshVertexBufferLayout
Trait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for GpuMesh
impl Send for GpuMesh
impl Sync for GpuMesh
impl Unpin for GpuMesh
impl UnwindSafe for GpuMesh
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§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.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
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Box<dyn Trait>
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