Struct rin::gl::basic_material::BuilderWithTexture [−][src]
pub struct BuilderWithTexture<T = Texture> { /* fields omitted */ }
Builds a basic material with a texture and an optional color which will be considered white if not set
Implementations
impl<T> BuilderWithTexture<T> where
T: TextureUniformValue,
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impl<T> BuilderWithTexture<T> where
T: TextureUniformValue,
[src]pub fn color<C>(self, color: &C) -> BuilderWithTexture<T> where
C: ToRgba,
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C: ToRgba,
Set the material color
pub fn texture(self, texture: T) -> BuilderWithTexture<T>
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Set the material texture
pub fn properties(
self,
properties: Vec<Property, Global>
) -> BuilderWithTexture<T>
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self,
properties: Vec<Property, Global>
) -> BuilderWithTexture<T>
Set the material extra gl properties that will be applied to the gl context before drawing with it
pub fn force_color_from_mesh(self) -> BuilderWithTexture<T>
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When a color and / or a texture is set the color of the material will come from those and color coordinates in the mesh will be ignored. This forces the material to take into account the mesh color coordinates which will be multiplied by color and / or texture
pub fn build(self) -> BasicMaterial<T>
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Create the material
Auto Trait Implementations
impl<T = Texture> !RefUnwindSafe for BuilderWithTexture<T>
impl<T = Texture> !Send for BuilderWithTexture<T>
impl<T = Texture> !Sync for BuilderWithTexture<T>
impl<T> Unpin for BuilderWithTexture<T> where
T: Unpin,
T: Unpin,
impl<T = Texture> !UnwindSafe for BuilderWithTexture<T>
Blanket Implementations
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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