pub fn current_frame_no_depth(&self) -> Result<RenderFrame, wgpu::SurfaceError> {
        log::info!("Getting current frame");
        let surface = self.device.surface.as_ref().unwrap();
        let surface_texture = surface.get_current_texture()?;
        let view = surface_texture.texture.create_view(&TextureViewDescriptor::default());
        Ok(RenderFrame {
            wgpu: Some(surface_texture),
            view,
            size: self.device.size(),
            depth: None
        })
    }
/// Get the current renderable frame without creating a depth buffer.
Get the current renderable frame without creating a depth buffer.
Get the current renderable frame without creating a depth buffer .
pub fn current_frame_no_depth(&self) -> Result<RenderFrame, wgpu::SurfaceError> {
        log::info!("Getting current frame");
        let surface = self.device.surface.as_ref().unwrap();
        let surface_texture = surface.get_current_texture()?;
        let view = surface_texture.texture.create_view(&TextureViewDescriptor::default());
        Ok(RenderFrame {
            wgpu: Some(surface_texture),
            view,
            size: self.device.size(),
            depth: None
        })
    }
pub fn current_frame_no_depth ( & self ) -> Result < RenderFrame , wgpu :: SurfaceError > { log :: info ! ( " " ) ; let surface = self . device . surface . as_ref ( ) . unwrap ( ) ; let surface_texture = surface . get_current_texture ( ) ? ; let view = surface_texture . texture . create_view ( & TextureViewDescriptor :: default ( ) ) ; Ok ( RenderFrame { wgpu : Some ( surface_texture ) , view , size : self . device . size ( ) , depth : None } ) }
Get the current renderable frame without creating a depth buffer.
Get the current renderable frame without creating a depth buffer .
&self