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At the moment the only way of creating a Texture with your own sampler (e.g. for nearest mag filtering) is to call Texture::from_raw_parts. However, to create a binding group we need to supply a shared reference to the texture layout which is currently a private field in the Renderer struct. The way I'm getting around it at the moment is to copy-paste the texture layout code from Renderer::new, but a better approach would be either for Renderer to have a function that returns the texture layout as a shared reference, or for Texture to have a new method that takes a SamplerDescriptor.
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