Remove redundant .into for mesh set_attributes with impl (#866)
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515d750004
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bb4a7392c0
@ -129,8 +129,9 @@ impl Mesh {
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pub fn set_attribute(
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&mut self,
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name: impl Into<Cow<'static, str>>,
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values: VertexAttributeValues,
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values: impl Into<VertexAttributeValues>,
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) {
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let values: VertexAttributeValues = values.into();
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self.attributes.insert(name.into(), values);
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}
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@ -294,9 +295,9 @@ pub mod shape {
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]);
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions);
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
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mesh.set_indices(Some(indices));
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mesh
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}
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@ -391,9 +392,9 @@ pub mod shape {
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_indices(Some(indices));
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions);
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
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mesh
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}
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}
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@ -429,9 +430,9 @@ pub mod shape {
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_indices(Some(indices));
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions);
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
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mesh
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}
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}
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@ -500,9 +501,9 @@ pub mod shape {
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_indices(Some(indices));
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, points.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs.into());
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, points);
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
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mesh
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}
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}
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