Allow minimising in 2d (#4527)
# Objective - We can't minimise if there's a 2d camera because ??? there legally must be a 2d target. - Fixes https://github.com/bevyengine/bevy/issues/4526 - Fixes https://github.com/bevyengine/bevy/issues/4856 ## Solution - Make it not crash in those cases, just do nothing - Seems to work ¯\\_(ツ)_/¯ - See also the companion commit in https://github.com/bevyengine/bevy/pull/3597 - 503c24717321bb2bb2681b358020ad1bcbef510e Co-authored-by: Asteria <asteria131@outlook.com>
This commit is contained in:
		
							parent
							
								
									60584139de
								
							
						
					
					
						commit
						09a3d8abe0
					
				| @ -39,10 +39,11 @@ impl Node for MainPass2dNode { | ||||
|         world: &World, | ||||
|     ) -> Result<(), NodeRunError> { | ||||
|         let view_entity = graph.get_input_entity(Self::IN_VIEW)?; | ||||
|         let (transparent_phase, target) = self | ||||
|             .query | ||||
|             .get_manual(world, view_entity) | ||||
|             .expect("view entity should exist"); | ||||
|         // If there is no view entity, do not try to process the render phase for the view
 | ||||
|         let (transparent_phase, target) = match self.query.get_manual(world, view_entity) { | ||||
|             Ok(it) => it, | ||||
|             _ => return Ok(()), | ||||
|         }; | ||||
| 
 | ||||
|         if transparent_phase.items.is_empty() { | ||||
|             return Ok(()); | ||||
|  | ||||
| @ -66,15 +66,16 @@ impl Node for UiPassNode { | ||||
|         world: &World, | ||||
|     ) -> Result<(), NodeRunError> { | ||||
|         let view_entity = graph.get_input_entity(Self::IN_VIEW)?; | ||||
|         let (transparent_phase, target) = self | ||||
|             .query | ||||
|             .get_manual(world, view_entity) | ||||
|             .expect("view entity should exist"); | ||||
| 
 | ||||
|         // If there is no view entity, do not try to process the render phase for the view
 | ||||
|         let (transparent_phase, target) = match self.query.get_manual(world, view_entity) { | ||||
|             Ok(it) => it, | ||||
|             _ => return Ok(()), | ||||
|         }; | ||||
| 
 | ||||
|         if transparent_phase.items.is_empty() { | ||||
|             return Ok(()); | ||||
|         } | ||||
| 
 | ||||
|         let pass_descriptor = RenderPassDescriptor { | ||||
|             label: Some("ui_pass"), | ||||
|             color_attachments: &[RenderPassColorAttachment { | ||||
|  | ||||
		Loading…
	
		Reference in New Issue
	
	Block a user
	 Daniel McNab
						Daniel McNab