pathfinder: small tweaks

This commit is contained in:
Carter Anderson 2020-05-12 14:31:03 -07:00
parent 7508e6f02e
commit 44717c7b10
2 changed files with 3 additions and 2 deletions

View File

@ -339,8 +339,8 @@ impl<'a> BevyPathfinderDevice<'a> {
let render_resources = render_context.resources(); let render_resources = render_context.resources();
for bind_group in bind_groups.iter() { for bind_group in bind_groups.iter() {
render_resource_assignments.update_render_resource_set_id(bind_group); render_resource_assignments.update_render_resource_set_id(bind_group);
render_resources.setup_bind_groups(pipeline_descriptor, &render_resource_assignments);
} }
render_resources.setup_bind_groups(pipeline_descriptor, &render_resource_assignments);
} }
pub fn draw<F>(&self, render_state: &RenderState<BevyPathfinderDevice>, draw_func: F) pub fn draw<F>(&self, render_state: &RenderState<BevyPathfinderDevice>, draw_func: F)
@ -378,6 +378,7 @@ impl<'a> BevyPathfinderDevice<'a> {
0.0, 0.0,
1.0, 1.0,
); );
pass.set_pipeline(render_state.program.pipeline_handle);
if let Some(stencil_state) = render_state.options.stencil { if let Some(stencil_state) = render_state.options.stencil {
pass.set_stencil_reference(stencil_state.reference); pass.set_stencil_reference(stencil_state.reference);
@ -385,7 +386,6 @@ impl<'a> BevyPathfinderDevice<'a> {
let pipeline_descriptor = render_state.program.pipeline_descriptor.borrow(); let pipeline_descriptor = render_state.program.pipeline_descriptor.borrow();
pass.set_render_resources(&pipeline_descriptor, &render_resource_assignments); pass.set_render_resources(&pipeline_descriptor, &render_resource_assignments);
pass.set_pipeline(render_state.program.pipeline_handle);
draw_func(pass); draw_func(pass);
}, },
) )

View File

@ -52,6 +52,7 @@ impl DrawTarget for AssignedMeshesDrawTarget {
let mesh_handle = *world.get_component::<Handle<Mesh>>(*entity).unwrap(); let mesh_handle = *world.get_component::<Handle<Mesh>>(*entity).unwrap();
let render_context = render_pass.get_render_context(); let render_context = render_pass.get_render_context();
let render_resources = render_context.resources(); let render_resources = render_context.resources();
// TODO: this can be removed
if current_mesh_handle != Some(mesh_handle) { if current_mesh_handle != Some(mesh_handle) {
if let Some(vertex_buffer_resource) = render_resources if let Some(vertex_buffer_resource) = render_resources
.get_asset_resource(mesh_handle, mesh::VERTEX_BUFFER_ASSET_INDEX) .get_asset_resource(mesh_handle, mesh::VERTEX_BUFFER_ASSET_INDEX)