[−][src]Trait mutiny::renderer::pbr_material::Material
Required Methods
fn data(&self) -> Option<Data>
fn uniforms(
&self,
entities: &EntitiesThreadLocal,
textures: &TexturesPool
) -> Vec<Uniform>
&self,
entities: &EntitiesThreadLocal,
textures: &TexturesPool
) -> Vec<Uniform>
fn properties(&self) -> Vec<Property>
fn program(
&self,
entities: &EntitiesThreadLocal,
programs: &mut Arena<Program>,
gl: &Renderer
) -> ProgramRef
&self,
entities: &EntitiesThreadLocal,
programs: &mut Arena<Program>,
gl: &Renderer
) -> ProgramRef
fn double_sided(&self) -> bool
fn alpha(&self) -> f32
fn alpha_type(&self) -> AlphaType
fn update(
&mut self,
entities: &EntitiesThreadLocal,
resources: &ResourcesThreadLocal
) -> bool
&mut self,
entities: &EntitiesThreadLocal,
resources: &ResourcesThreadLocal
) -> bool
fn textures(&self) -> Vec<&TextureSampler>
Provided Methods
Implementors
impl Material for BasicMaterial[src]
impl Material for BasicMaterialfn data(&self) -> Option<Data>[src]
fn data(&self) -> Option<Data>fn uniforms(
&self,
_: &EntitiesThreadLocal,
textures: &TexturesPool
) -> Vec<Uniform>[src]
fn uniforms(
&self,
_: &EntitiesThreadLocal,
textures: &TexturesPool
) -> Vec<Uniform>fn properties(&self) -> Vec<Property>[src]
fn properties(&self) -> Vec<Property>fn program(
&self,
_: &EntitiesThreadLocal,
programs: &mut Arena<Program>,
gl: &Renderer
) -> ProgramRef[src]
fn program(
&self,
_: &EntitiesThreadLocal,
programs: &mut Arena<Program>,
gl: &Renderer
) -> ProgramReffn textures(&self) -> Vec<&TextureSampler>[src]
fn textures(&self) -> Vec<&TextureSampler>fn double_sided(&self) -> bool[src]
fn double_sided(&self) -> boolfn alpha(&self) -> f32[src]
fn alpha(&self) -> f32fn update(&mut self, _: &EntitiesThreadLocal, _: &ResourcesThreadLocal) -> bool[src]
fn update(&mut self, _: &EntitiesThreadLocal, _: &ResourcesThreadLocal) -> boolfn alpha_type(&self) -> AlphaType[src]
fn alpha_type(&self) -> AlphaTypefn priority(&self) -> Option<i32>[src]
fn priority(&self) -> Option<i32>impl Material for OutlineMaterial[src]
impl Material for OutlineMaterialfn data(&self) -> Option<Data>[src]
fn data(&self) -> Option<Data>fn uniforms(&self, _: &EntitiesThreadLocal, _: &TexturesPool) -> Vec<Uniform>[src]
fn uniforms(&self, _: &EntitiesThreadLocal, _: &TexturesPool) -> Vec<Uniform>fn properties(&self) -> Vec<Property>[src]
fn properties(&self) -> Vec<Property>fn program(
&self,
_: &EntitiesThreadLocal,
programs: &mut Arena<Program>,
gl: &Renderer
) -> ProgramRef[src]
fn program(
&self,
_: &EntitiesThreadLocal,
programs: &mut Arena<Program>,
gl: &Renderer
) -> ProgramReffn textures(&self) -> Vec<&TextureSampler>[src]
fn textures(&self) -> Vec<&TextureSampler>fn double_sided(&self) -> bool[src]
fn double_sided(&self) -> boolfn alpha(&self) -> f32[src]
fn alpha(&self) -> f32fn update(&mut self, _: &EntitiesThreadLocal, _: &ResourcesThreadLocal) -> bool[src]
fn update(&mut self, _: &EntitiesThreadLocal, _: &ResourcesThreadLocal) -> boolfn alpha_type(&self) -> AlphaType[src]
fn alpha_type(&self) -> AlphaTypefn priority(&self) -> Option<i32>[src]
fn priority(&self) -> Option<i32>impl Material for Material[src]
impl Material for Materialfn data(&self) -> Option<Data>[src]
fn data(&self) -> Option<Data>fn uniforms(
&self,
entities: &EntitiesThreadLocal,
textures: &TexturesPool
) -> Vec<Uniform>[src]
fn uniforms(
&self,
entities: &EntitiesThreadLocal,
textures: &TexturesPool
) -> Vec<Uniform>fn properties(&self) -> Vec<Property>[src]
fn properties(&self) -> Vec<Property>fn program(
&self,
entities: &EntitiesThreadLocal,
programs: &mut Arena<Program>,
gl: &Renderer
) -> ProgramRef[src]
fn program(
&self,
entities: &EntitiesThreadLocal,
programs: &mut Arena<Program>,
gl: &Renderer
) -> ProgramReffn double_sided(&self) -> bool[src]
fn double_sided(&self) -> boolfn textures(&self) -> Vec<&TextureSampler>[src]
fn textures(&self) -> Vec<&TextureSampler>fn alpha(&self) -> f32[src]
fn alpha(&self) -> f32fn alpha_type(&self) -> AlphaType[src]
fn alpha_type(&self) -> AlphaTypefn update(
&mut self,
entities: &EntitiesThreadLocal,
resources: &ResourcesThreadLocal
) -> bool[src]
fn update(
&mut self,
entities: &EntitiesThreadLocal,
resources: &ResourcesThreadLocal
) -> boolfn priority(&self) -> Option<i32>[src]
fn priority(&self) -> Option<i32>impl<M: PbrMaterial> Material for M[src]
impl<M: PbrMaterial> Material for Mfn uniforms(
&self,
_: &EntitiesThreadLocal,
textures: &TexturesPool
) -> Vec<Uniform>[src]
fn uniforms(
&self,
_: &EntitiesThreadLocal,
textures: &TexturesPool
) -> Vec<Uniform>fn properties(&self) -> Vec<Property>[src]
fn properties(&self) -> Vec<Property>fn program(
&self,
_: &EntitiesThreadLocal,
programs_arena: &mut Arena<Program>,
gl: &Renderer
) -> ProgramRef[src]
fn program(
&self,
_: &EntitiesThreadLocal,
programs_arena: &mut Arena<Program>,
gl: &Renderer
) -> ProgramReffn textures(&self) -> Vec<&TextureSampler>[src]
fn textures(&self) -> Vec<&TextureSampler>fn double_sided(&self) -> bool[src]
fn double_sided(&self) -> boolfn alpha(&self) -> f32[src]
fn alpha(&self) -> f32fn data(&self) -> Option<Data>[src]
fn data(&self) -> Option<Data>fn alpha_type(&self) -> AlphaType[src]
fn alpha_type(&self) -> AlphaTypefn update(
&mut self,
_: &EntitiesThreadLocal,
resources: &ResourcesThreadLocal
) -> bool[src]
fn update(
&mut self,
_: &EntitiesThreadLocal,
resources: &ResourcesThreadLocal
) -> boolfn priority(&self) -> Option<i32>[src]
fn priority(&self) -> Option<i32>