pub fn create_default_depth_stencil_attachment(
    depth_buffer: &wgpu::TextureView,
) -> wgpu::RenderPassDepthStencilAttachmentDescriptor {
    wgpu::RenderPassDepthStencilAttachmentDescriptor {
        attachment: depth_buffer,
        depth_ops: Some(wgpu::Operations {
            load: wgpu::LoadOp::Load,
            store: true
        }),
        stencil_ops: Some(wgpu::Operations {
            load: wgpu::LoadOp::Load,
            store: true
        })
    }
}
/// Create an attachment for the depth buffer that doesn't clear it.
Create an attachment for the depth buffer that doesn't clear it.
Create an attachment for the depth buffer that doesn ' t clear it .
pub fn create_default_depth_stencil_attachment(
    depth_buffer: &wgpu::TextureView,
) -> wgpu::RenderPassDepthStencilAttachmentDescriptor {
    wgpu::RenderPassDepthStencilAttachmentDescriptor {
        attachment: depth_buffer,
        depth_ops: Some(wgpu::Operations {
            load: wgpu::LoadOp::Load,
            store: true
        }),
        stencil_ops: Some(wgpu::Operations {
            load: wgpu::LoadOp::Load,
            store: true
        })
    }
}
pub fn create_default_depth_stencil_attachment ( depth_buffer : & wgpu :: TextureView , ) -> wgpu :: RenderPassDepthStencilAttachmentDescriptor { wgpu :: RenderPassDepthStencilAttachmentDescriptor { attachment : depth_buffer , depth_ops : Some ( wgpu :: Operations { load : wgpu :: LoadOp :: Load , store : true } ) , stencil_ops : Some ( wgpu :: Operations { load : wgpu :: LoadOp :: Load , store : true } ) } }
Create an attachment for the depth buffer that doesn't clear it.
Create an attachment for the depth buffer that doesn ' t clear it .
depth_buffer
&wgpu::TextureView
depth_buffer
&wgpu::TextureView