Fix SetSpriteTextureBindGroup to use index (#3896)
# Objective Fix `SetSpriteTextureBindGroup` to use index instead of hard coded 1. Fixes #3895 ## Solution 1 -> I Co-authored-by: devjobe <git@devjobe.com>
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@ -601,7 +601,7 @@ impl<const I: usize> EntityRenderCommand for SetSpriteTextureBindGroup<I> {
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let image_bind_groups = image_bind_groups.into_inner();
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let image_bind_groups = image_bind_groups.into_inner();
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pass.set_bind_group(
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pass.set_bind_group(
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1,
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I,
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image_bind_groups
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image_bind_groups
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.values
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.values
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.get(&Handle::weak(sprite_batch.image_handle_id))
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.get(&Handle::weak(sprite_batch.image_handle_id))
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