Fix ClearColor in 2d pipelines (#13378)
# Objective - Fixes #13377 - Fixes https://github.com/bevyengine/bevy/issues/13383 ## Solution - Even if the number of renderables is empty, the transparent phase need to run to set the clear color. ## Testing - Tested on the `clear_color` example
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@ -31,7 +31,8 @@ impl ViewNode for MainTransparentPass2dNode {
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) -> Result<(), NodeRunError> {
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) -> Result<(), NodeRunError> {
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let view_entity = graph.view_entity();
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let view_entity = graph.view_entity();
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if !transparent_phase.items.is_empty() {
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// This needs to run at least once to clear the background color, even if there are no items to render
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{
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#[cfg(feature = "trace")]
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#[cfg(feature = "trace")]
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let _main_pass_2d = info_span!("main_transparent_pass_2d").entered();
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let _main_pass_2d = info_span!("main_transparent_pass_2d").entered();
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@ -51,7 +52,9 @@ impl ViewNode for MainTransparentPass2dNode {
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render_pass.set_camera_viewport(viewport);
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render_pass.set_camera_viewport(viewport);
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}
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}
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transparent_phase.render(&mut render_pass, world, view_entity);
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if !transparent_phase.items.is_empty() {
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transparent_phase.render(&mut render_pass, world, view_entity);
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}
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pass_span.end(&mut render_pass);
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pass_span.end(&mut render_pass);
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}
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}
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