pub fn pipeline_no_depth<T: Plumber<'static>>(&self, blending: Blending, format: TextureFormat, shader_name: Option<&str>) -> T {
        log::info!("Creating pipeline with no depth buffer");
        let desc = T::description();
        let pipe_layout = self.device.create_pipeline_layout(desc.pipeline_layout);
        let vertex_layout = VertexLayout::from(desc.vertex_layout);
        let shader = self.device.create_shader(desc.shader, shader_name);
        let name = desc.name;

        T::setup(self.device.create_pipeline_no_depth(
            pipe_layout,
            vertex_layout,
            blending,
            shader,
            format,
            wgpu::MultisampleState {
                count: self.sample_count,
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            name
        ),
        &self)
    }
/// Create a pipeline without a depth texture
Create a pipeline without a depth texture
Create a pipeline without a depth texture
pub fn pipeline_no_depth<T: Plumber<'static>>(&self, blending: Blending, format: TextureFormat, shader_name: Option<&str>) -> T {
        log::info!("Creating pipeline with no depth buffer");
        let desc = T::description();
        let pipe_layout = self.device.create_pipeline_layout(desc.pipeline_layout);
        let vertex_layout = VertexLayout::from(desc.vertex_layout);
        let shader = self.device.create_shader(desc.shader, shader_name);
        let name = desc.name;
        T::setup(self.device.create_pipeline_no_depth(
            pipe_layout,
            vertex_layout,
            blending,
            shader,
            format,
            wgpu::MultisampleState {
                count: self.sample_count,
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            name
        ),
        &self)
    }
pub fn pipeline_no_depth < T : Plumber < ' static > > ( & self , blending : Blending , format : TextureFormat , shader_name : Option < & str > ) -> T { log :: info ! ( " " ) ; let desc = T :: description ( ) ; let pipe_layout = self . device . create_pipeline_layout ( desc . pipeline_layout ) ; let vertex_layout = VertexLayout :: from ( desc . vertex_layout ) ; let shader = self . device . create_shader ( desc . shader , shader_name ) ; let name = desc . name ; T :: setup ( self . device . create_pipeline_no_depth ( pipe_layout , vertex_layout , blending , shader , format , wgpu :: MultisampleState { count : self . sample_count , mask : ! 0 , alpha_to_coverage_enabled : false , } , name ) , & self ) }
Create a pipeline without a depth texture
Create a pipeline without a depth texture
&self
blending
Blending
format
TextureFormat
shader_name
Option<&str>