Struct re_renderer::mesh::GpuMesh
source · pub struct GpuMesh {
pub index_buffer: Arc<DynamicResource<GpuBufferHandle, BufferDesc, Buffer>>,
pub vertex_buffer_combined: Arc<DynamicResource<GpuBufferHandle, BufferDesc, Buffer>>,
pub vertex_buffer_positions_range: Range<u64>,
pub vertex_buffer_colors_range: Range<u64>,
pub vertex_buffer_normals_range: Range<u64>,
pub vertex_buffer_texcoord_range: Range<u64>,
pub index_buffer_range: Range<u64>,
pub materials: SmallVec<[GpuMaterial; 1]>,
}
Fields§
§index_buffer: Arc<DynamicResource<GpuBufferHandle, BufferDesc, Buffer>>
§vertex_buffer_combined: Arc<DynamicResource<GpuBufferHandle, BufferDesc, Buffer>>
Buffer for all vertex data, subdivided in several sections for different vertex buffer bindings.
See mesh_vertices
vertex_buffer_positions_range: Range<u64>
§vertex_buffer_colors_range: Range<u64>
§vertex_buffer_normals_range: Range<u64>
§vertex_buffer_texcoord_range: Range<u64>
§index_buffer_range: Range<u64>
§materials: SmallVec<[GpuMaterial; 1]>
Every mesh has at least one material.
Implementations§
Trait Implementations§
Auto Trait Implementations§
impl Freeze for GpuMesh
impl !RefUnwindSafe for GpuMesh
impl Send for GpuMesh
impl Sync for GpuMesh
impl Unpin for GpuMesh
impl !UnwindSafe for GpuMesh
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