Struct rin_scene::renderer::ForwardRenderer [−][src]
pub struct ForwardRenderer { /* fields omitted */ }
Implementations
impl ForwardRenderer
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impl ForwardRenderer
[src]pub fn new(renderer: Renderer<'static>, window: Window) -> ForwardRenderer
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pub fn new_with_render_surface(
renderer: Renderer<'static>,
window: Window,
render_surface: ScreenRenderBuffer
) -> ForwardRenderer
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renderer: Renderer<'static>,
window: Window,
render_surface: ScreenRenderBuffer
) -> ForwardRenderer
pub fn set_program_cache(&mut self, cache: ProgramCache)
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Allows to reuse the glsl programs cache
Useful when recreating the whole scene, for example between a game different levels
By keeping the program cache between levels the loading times can be much shorter since we avoid recompiling shaders for materials
pub fn use_unified_material_ubo(&mut self)
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Trait Implementations
impl RendererBundle for ForwardRenderer
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impl RendererBundle for ForwardRenderer
[src]type Parameters = Parameters
fn parameters(&self) -> Option<&Parameters>
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fn name(&self) -> &str
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fn setup(self, world: &mut DeferredScene)
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fn window(&self) -> Option<&Window>
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fn window_mut(&mut self) -> Option<&mut Window>
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fn viewport(&mut self) -> Property<'static, Rect<i32>>
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fn event_stream(&mut self) -> Stream<'static, Event>
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fn file_line_info(&self) -> &'static str
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Auto Trait Implementations
impl !RefUnwindSafe for ForwardRenderer
impl !Send for ForwardRenderer
impl !Sync for ForwardRenderer
impl Unpin for ForwardRenderer
impl !UnwindSafe for ForwardRenderer
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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