struct TexturedCube {
mesh: GpuMesh,
material: GpuMaterial,
pipeline: GpuRenderPipeline,
}Expand description
The scene’s one visible object: a textured cube turned by the frame loop.
The mesh, the material bound to it and the pipeline that draws it are what a spawn has to name, so they are the fields; the transform is the bundle’s own, because the frame loop writes the rotation into it.
Fields§
§mesh: GpuMesh§material: GpuMaterial§pipeline: GpuRenderPipelineTrait Implementations§
Source§impl Bundle for TexturedCube
impl Bundle for TexturedCube
Source§fn into_bundle(self) -> DynamicBundle
fn into_bundle(self) -> DynamicBundle
The dynamic bundle holding exactly this bundle’s components. Read more
Auto Trait Implementations§
impl !RefUnwindSafe for TexturedCube
impl !Send for TexturedCube
impl !Sync for TexturedCube
impl !UnwindSafe for TexturedCube
impl Forget for TexturedCube
impl Freeze for TexturedCube
impl Unpin for TexturedCube
impl UnsafeUnpin for TexturedCube
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Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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T: Any,
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