Struct rin::gl::TextureSampler [−][src]
pub struct TextureSampler<'a> { /* fields omitted */ }Implementations
impl<'a> TextureSampler<'a>[src]
impl<'a> TextureSampler<'a>[src]pub fn width(&self) -> u32[src]
Returns the width of the allocated texture
pub fn height(&self) -> u32[src]
Returns the height of the allocated texture
pub fn samples(&self) -> u32[src]
Returns the samples of the allocated texture
pub fn levels(&self) -> u32[src]
Returns the number of allocated levels
pub fn texture_id(&self) -> u32[src]
Returns the texture GL id
pub fn sampler_id(&self) -> u32[src]
Returns the sampler GL id
pub fn target(&self) -> u32[src]
Returns the texture target
pub fn internal_format(&self) -> u32[src]
Returns the internal format
Trait Implementations
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]pub fn as_uniform(&self) -> UniformValue[src]
impl<'a> Clone for TextureSampler<'a>[src]
impl<'a> Clone for TextureSampler<'a>[src]pub fn clone(&self) -> TextureSampler<'a>[src]
pub fn clone_from(&mut self, source: &Self)1.0.0[src]
impl<'a> Render2d for TextureSampler<'a>[src]
impl<'a> Render2d for TextureSampler<'a>[src]type Material = BasicMaterial<TextureSampler<'a>>
pub fn default_material(&'b self) -> BasicMaterial<TextureSampler<'a>>[src]
pub fn render_with_material<R, M>(
&self,
gl: &Renderer<'_, R>,
pos: &Point<f32, U2>,
material: &M
) where
M: Material,
R: RenderSurface, [src]
&self,
gl: &Renderer<'_, R>,
pos: &Point<f32, U2>,
material: &M
) where
M: Material,
R: RenderSurface,
pub fn render_size_with_material<R, M>(
&self,
gl: &Renderer<'_, R>,
pos: &Point<f32, U2>,
size: &Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>,
material: &M
) where
M: Material,
R: RenderSurface, [src]
&self,
gl: &Renderer<'_, R>,
pos: &Point<f32, U2>,
size: &Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>,
material: &M
) where
M: Material,
R: RenderSurface,
pub fn render<R>(&self, renderer: &Renderer<'_, R>, pos: &Point<f32, U2>) where
R: RenderSurface, [src]
R: RenderSurface,
pub fn render_size<R>(
&self,
renderer: &Renderer<'_, R>,
pos: &Point<f32, U2>,
size: &Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>
) where
R: RenderSurface, [src]
&self,
renderer: &Renderer<'_, R>,
pos: &Point<f32, U2>,
size: &Matrix<f32, U2, U1, <DefaultAllocator as Allocator<f32, U2, U1>>::Buffer>
) where
R: RenderSurface,
impl<'a> TextureUniformValue for TextureSampler<'a>[src]
impl<'a> TextureUniformValue for TextureSampler<'a>[src]pub fn as_texture_uniform(&self, binding: u32) -> UniformValue[src]
impl<'a> Copy for TextureSampler<'a>[src]
Auto Trait Implementations
impl<'a> !RefUnwindSafe for TextureSampler<'a>
impl<'a> !Send for TextureSampler<'a>
impl<'a> !Sync for TextureSampler<'a>
impl<'a> Unpin for TextureSampler<'a>
impl<'a> !UnwindSafe for TextureSampler<'a>
Blanket Implementations
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]pub fn as_uniform(&self) -> UniformValue[src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]pub fn as_uniform(&self) -> UniformValue[src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]pub fn as_uniform(&self) -> UniformValue[src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]pub fn as_uniform(&self) -> UniformValue[src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]pub fn as_uniform(&self) -> UniformValue[src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]pub fn as_uniform(&self) -> UniformValue[src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]
impl<'a, T> AsUniform<TextureSampler<'a>> for T where
T: Borrow<TextureSampler<'a>>, [src]pub fn as_uniform(&self) -> UniformValue[src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>, [src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>, [src]pub fn to_subset(&self) -> Option<SS>[src]
pub fn is_in_subset(&self) -> bool[src]
pub fn to_subset_unchecked(&self) -> SS[src]
pub fn from_subset(element: &SS) -> SP[src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>, [src]
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>, [src]pub fn to_subset(&self) -> Option<SS>[src]
pub fn is_in_subset(&self) -> bool[src]
pub fn to_subset_unchecked(&self) -> SS[src]
pub fn from_subset(element: &SS) -> SP[src]
impl<T> Slottable for T where
T: Copy, [src]
T: Copy,