examples: cleanup imports
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				| @ -1,6 +1,8 @@ | ||||
| use bevy::prelude::*; | ||||
| use bevy_asset::{HandleId, LoadState}; | ||||
| use bevy_sprite::TextureAtlasBuilder; | ||||
| use bevy::{ | ||||
|     asset::{HandleId, LoadState}, | ||||
|     prelude::*, | ||||
|     sprite::TextureAtlasBuilder, | ||||
| }; | ||||
| 
 | ||||
| fn main() { | ||||
|     App::build() | ||||
|  | ||||
| @ -13,7 +13,6 @@ fn setup( | ||||
|     mut meshes: ResMut<Assets<Mesh>>, | ||||
|     mut materials: ResMut<Assets<StandardMaterial>>, | ||||
| ) { | ||||
|     
 | ||||
|     // create a cube and a plane mesh
 | ||||
|     let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })); | ||||
|     let plane_handle = meshes.add(Mesh::from(shape::Plane { size: 10.0 })); | ||||
|  | ||||
| @ -1,7 +1,9 @@ | ||||
| use bevy::prelude::*; | ||||
| use bevy_render::{ | ||||
| use bevy::{ | ||||
|     prelude::*, | ||||
|     render::{ | ||||
|         base_render_graph, | ||||
|         pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline}, | ||||
|     }, | ||||
| }; | ||||
| 
 | ||||
| fn main() { | ||||
|  | ||||
| @ -1,7 +1,10 @@ | ||||
| use bevy::{prelude::*, render::shader}; | ||||
| use bevy_render::{ | ||||
| use bevy::{ | ||||
|     prelude::*, | ||||
|     render::{ | ||||
|         base_render_graph, | ||||
|         pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline}, | ||||
|         shader, | ||||
|     }, | ||||
| }; | ||||
| 
 | ||||
| fn main() { | ||||
|  | ||||
| @ -2,7 +2,7 @@ use bevy::{ | ||||
|     prelude::*, | ||||
|     render::{ | ||||
|         pass::{ | ||||
|             LoadOp, PassDescriptor, RenderPassColorAttachmentDescriptor, | ||||
|             LoadOp, Operations, PassDescriptor, RenderPassColorAttachmentDescriptor, | ||||
|             RenderPassDepthStencilAttachmentDescriptor, TextureAttachment, | ||||
|         }, | ||||
|         texture::{TextureDescriptor, TextureFormat, TextureUsage}, | ||||
| @ -10,7 +10,6 @@ use bevy::{ | ||||
|     }, | ||||
|     window::{CreateWindow, WindowId, WindowReference}, | ||||
| }; | ||||
| use bevy_render::pass::Operations; | ||||
| 
 | ||||
| fn main() { | ||||
|     App::build() | ||||
|  | ||||
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	 Carter Anderson
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