reset uniform count on each update (oops)
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ca563ea1b3
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22be0b3366
@ -27,14 +27,14 @@ fn setup(world: &mut World) {
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translation: Translation::new(0.0, 0.0, 0.0),
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translation: Translation::new(0.0, 0.0, 0.0),
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..Default::default()
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..Default::default()
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})
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})
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// .add_archetype(MeshEntity {
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.add_archetype(MeshEntity {
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// mesh: cube_handle,
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mesh: cube_handle,
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// material: StandardMaterial {
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material: StandardMaterial {
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// albedo: Vec4::new(1.0, 0.0, 0.0, 1.0).into(),
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albedo: Vec4::new(1.0, 0.0, 0.0, 1.0).into(),
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// },
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},
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// translation: Translation::new(2.0, 0.0, 0.0),
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translation: Translation::new(2.0, 0.0, 0.0),
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// ..Default::default()
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..Default::default()
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// })
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})
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// light
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// light
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.add_archetype(LightEntity {
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.add_archetype(LightEntity {
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translation: Translation::new(4.0, -4.0, 5.0),
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translation: Translation::new(4.0, -4.0, 5.0),
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@ -44,11 +44,12 @@ where
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// (2) if we create new buffers, the old bind groups will be invalid
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// (2) if we create new buffers, the old bind groups will be invalid
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// reset all uniform buffer info counts
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// reset all uniform buffer info counts
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for (_name, (resource, _count, entities)) in self.uniform_buffer_info_resources.iter() {
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for (_name, (resource, count, _entities)) in self.uniform_buffer_info_resources.iter_mut() {
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renderer
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renderer
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.get_dynamic_uniform_buffer_info_mut(resource.unwrap())
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.get_dynamic_uniform_buffer_info_mut(resource.unwrap())
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.unwrap()
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.unwrap()
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.count = 0;
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.count = 0;
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*count = 0;
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}
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}
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for (entity, (uniforms, _renderable)) in query.iter_entities(world) {
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for (entity, (uniforms, _renderable)) in query.iter_entities(world) {
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