struct Rendered {
transform: Transform,
mesh: GpuMesh,
material: GpuMaterial,
pipeline: GpuRenderPipeline,
}Expand description
One thing the render world draws: a mesh, the material bound to it, the pipeline that draws it and where it stands.
A job names the assets it built and the transform to place them at, and the four components are what that one instance is; spawning them apart would let a mesh reach the world without the material or the pipeline that make it visible.
Fields§
§transform: TransformWhere the instance stands in the scene.
mesh: GpuMeshThe mesh allocated for it.
material: GpuMaterialThe material bound to that mesh.
pipeline: GpuRenderPipelineThe pipeline family the mesh’s vertex layout was compiled for.
Trait Implementations§
Auto Trait Implementations§
impl !RefUnwindSafe for Rendered
impl !Send for Rendered
impl !Sync for Rendered
impl !UnwindSafe for Rendered
impl Forget for Rendered
impl Freeze for Rendered
impl Unpin for Rendered
impl UnsafeUnpin for Rendered
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