pub trait ICustomMixedResolutionPass: IScriptableRenderPass {
Show 22 methods
// Provided methods
fn m_profiling_sampler(self) -> ProfilingSampler { ... }
fn set_m_profiling_sampler(self, value: ProfilingSampler) { ... }
fn m_half_color_handle(self) -> RenderTargetHandle { ... }
fn set_m_half_color_handle(self, value: RenderTargetHandle) { ... }
fn m_half_depth_handle(self) -> RenderTargetHandle { ... }
fn set_m_half_depth_handle(self, value: RenderTargetHandle) { ... }
fn m_effect_soft_particle_depth_handle(self) -> RenderTargetHandle { ... }
fn set_m_effect_soft_particle_depth_handle(self, value: RenderTargetHandle) { ... }
fn m_edge_handle(self) -> RenderTargetHandle { ... }
fn set_m_edge_handle(self, value: RenderTargetHandle) { ... }
fn m_copy_depth_material(self) -> Material { ... }
fn set_m_copy_depth_material(self, value: Material) { ... }
fn m_composite_material(self) -> Material { ... }
fn set_m_composite_material(self, value: Material) { ... }
fn m_full_screen_triangle(self) -> Mesh { ... }
fn set_m_full_screen_triangle(self, value: Mesh) { ... }
fn m_filtering_settings(self) -> FilteringSettings { ... }
fn set_m_filtering_settings(self, value: FilteringSettings) { ... }
fn m_effect_tag_id(self) -> ShaderTagId { ... }
fn set_m_effect_tag_id(self, value: ShaderTagId) { ... }
fn m_mixed_render_state(self) -> RenderStateBlock { ... }
fn set_m_mixed_render_state(self, value: RenderStateBlock) { ... }
}Provided Methods§
fn m_profiling_sampler(self) -> ProfilingSampler
fn set_m_profiling_sampler(self, value: ProfilingSampler)
fn m_half_color_handle(self) -> RenderTargetHandle
fn set_m_half_color_handle(self, value: RenderTargetHandle)
fn m_half_depth_handle(self) -> RenderTargetHandle
fn set_m_half_depth_handle(self, value: RenderTargetHandle)
fn m_effect_soft_particle_depth_handle(self) -> RenderTargetHandle
fn set_m_effect_soft_particle_depth_handle(self, value: RenderTargetHandle)
fn m_edge_handle(self) -> RenderTargetHandle
fn set_m_edge_handle(self, value: RenderTargetHandle)
fn m_copy_depth_material(self) -> Material
fn set_m_copy_depth_material(self, value: Material)
fn m_composite_material(self) -> Material
fn set_m_composite_material(self, value: Material)
fn m_full_screen_triangle(self) -> Mesh
fn set_m_full_screen_triangle(self, value: Mesh)
fn m_filtering_settings(self) -> FilteringSettings
fn set_m_filtering_settings(self, value: FilteringSettings)
fn m_effect_tag_id(self) -> ShaderTagId
fn set_m_effect_tag_id(self, value: ShaderTagId)
fn m_mixed_render_state(self) -> RenderStateBlock
fn set_m_mixed_render_state(self, value: RenderStateBlock)
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.