Struct rin::gl::ShaderMaterial [−][src]
pub struct ShaderMaterial<P = Program> { /* fields omitted */ }
A material from a custom shader, it’s uniforms and gl properties
Implementations
impl<P> ShaderMaterial<P> where
P: Borrow<Program>,
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impl<P> ShaderMaterial<P> where
P: Borrow<Program>,
[src]pub fn new(program: P) -> ShaderMaterial<P>
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pub fn set_uniforms(&mut self, uniforms: Vec<Uniform, Global>)
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pub fn set_properties(&mut self, props: Vec<Property, Global>)
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Trait Implementations
Auto Trait Implementations
impl<P = Program> !RefUnwindSafe for ShaderMaterial<P>
impl<P = Program> !Send for ShaderMaterial<P>
impl<P = Program> !Sync for ShaderMaterial<P>
impl<P> Unpin for ShaderMaterial<P> where
P: Unpin,
P: Unpin,
impl<P = Program> !UnwindSafe for ShaderMaterial<P>
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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