Add missing system ordering constraint to prepare_lights (#18308)
Fix https://github.com/bevyengine/bevy/issues/18094.
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@ -130,14 +130,12 @@ use bevy_ecs::prelude::*;
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use bevy_image::Image;
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use bevy_render::{
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alpha::AlphaMode,
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camera::{CameraUpdateSystem, Projection},
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camera::{sort_cameras, CameraUpdateSystem, Projection},
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extract_component::ExtractComponentPlugin,
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extract_resource::ExtractResourcePlugin,
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render_asset::prepare_assets,
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render_graph::RenderGraph,
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render_resource::Shader,
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sync_component::SyncComponentPlugin,
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texture::GpuImage,
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view::VisibilitySystems,
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ExtractSchedule, Render, RenderApp, RenderDebugFlags, RenderSet,
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};
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@ -474,7 +472,7 @@ impl Plugin for PbrPlugin {
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(
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prepare_lights
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.in_set(RenderSet::ManageViews)
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.after(prepare_assets::<GpuImage>),
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.after(sort_cameras),
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prepare_clusters.in_set(RenderSet::PrepareResources),
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),
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)
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@ -35,6 +35,7 @@ use bevy_platform_support::hash::FixedHasher;
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_render::mesh::mark_3d_meshes_as_changed_if_their_assets_changed;
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use bevy_render::render_asset::prepare_assets;
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use bevy_render::renderer::RenderQueue;
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use bevy_render::{
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batching::gpu_preprocessing::GpuPreprocessingSupport,
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@ -4,6 +4,7 @@ use bevy_math::{Affine2, Affine3, Mat2, Mat3, Vec2, Vec3, Vec4};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::{
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mesh::MeshVertexBufferLayoutRef, render_asset::RenderAssets, render_resource::*,
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texture::GpuImage,
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};
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use bitflags::bitflags;
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@ -37,7 +37,7 @@ use bevy_render::{
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render_resource::*,
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renderer::{RenderAdapter, RenderDevice, RenderQueue},
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sync_world::MainEntityHashSet,
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texture::DefaultImageSampler,
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texture::{DefaultImageSampler, GpuImage},
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view::{
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self, NoFrustumCulling, NoIndirectDrawing, RenderVisibilityRanges, RetainedViewEntity,
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ViewTarget, ViewUniformOffset, ViewVisibility, VisibilityRange,
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