Simplify render_to_texture examples (#14855)

# Objective

- The examples use a more verbose than necessary way to initialize the
image
- The order of the camera doesn't need to be specified. At least I
didn't see a difference in my testing

## Solution

- Use `Image::new_fill()` to fill the image instead of abusing
`resize()`
- Remove the camera ordering
This commit is contained in:
IceSentry 2024-08-25 10:15:11 -04:00 committed by GitHub
parent d9527c101c
commit d46a05e387
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GPG Key ID: B5690EEEBB952194
2 changed files with 24 additions and 46 deletions

View File

@ -5,12 +5,11 @@ use std::f32::consts::PI;
use bevy::{
prelude::*,
render::{
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
view::RenderLayers,
},
};
use bevy_render::render_asset::RenderAssetUsages;
fn main() {
App::new()
@ -41,24 +40,16 @@ fn setup(
};
// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let mut image = Image::new_fill(
size,
TextureDimension::D2,
&[0, 0, 0, 0],
TextureFormat::Bgra8UnormSrgb,
RenderAssetUsages::default(),
);
// You need to set these texture usage flags in order to use the image as a render target
image.texture_descriptor.usage =
TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
let image_handle = images.add(image);
@ -100,8 +91,6 @@ fn setup(
commands.spawn((
Camera3dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: image_handle.clone().into(),
clear_color: Color::WHITE.into(),
..default()

View File

@ -7,11 +7,10 @@ use bevy::{
prelude::*,
render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
},
};
use bevy_render::render_asset::RenderAssetUsages;
fn main() {
App::new()
@ -38,24 +37,16 @@ fn setup(
};
// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::Bgra8UnormSrgb,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let mut image = Image::new_fill(
size,
TextureDimension::D2,
&[0, 0, 0, 0],
TextureFormat::Bgra8UnormSrgb,
RenderAssetUsages::default(),
);
// You need to set these texture usage flags in order to use the image as a render target
image.texture_descriptor.usage =
TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT;
let image_handle = images.add(image);
@ -65,8 +56,6 @@ fn setup(
let texture_camera = commands
.spawn(Camera2dBundle {
camera: Camera {
// render before the "main pass" camera
order: -1,
target: RenderTarget::Image(image_handle.clone()),
..default()
},