Add support for IndexFormat::Uint16 (#2990)
# Objective while testing wgpu/WebGL on mobile GPU I've noticed bevy always forces vertex index format to 32bit (and ignores mesh settings). ## Solution the solution is to pass proper vertex index format in GpuIndexInfo to render_pass
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				| @ -797,7 +797,7 @@ impl Draw<Shadow> for DrawShadowMesh { | ||||
|             let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap(); | ||||
|             pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..)); | ||||
|             if let Some(index_info) = &gpu_mesh.index_info { | ||||
|                 pass.set_index_buffer(index_info.buffer.slice(..), 0, IndexFormat::Uint32); | ||||
|                 pass.set_index_buffer(index_info.buffer.slice(..), 0, index_info.index_format); | ||||
|                 pass.draw_indexed(0..index_info.count, 0, 0..1); | ||||
|             } else { | ||||
|                 panic!("non-indexed drawing not supported yet") | ||||
|  | ||||
| @ -685,7 +685,7 @@ impl RenderCommand<Transparent3d> for DrawMesh { | ||||
|         let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap(); | ||||
|         pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..)); | ||||
|         if let Some(index_info) = &gpu_mesh.index_info { | ||||
|             pass.set_index_buffer(index_info.buffer.slice(..), 0, IndexFormat::Uint32); | ||||
|             pass.set_index_buffer(index_info.buffer.slice(..), 0, index_info.index_format); | ||||
|             pass.draw_indexed(0..index_info.count, 0, 0..1); | ||||
|         } else { | ||||
|             panic!("non-indexed drawing not supported yet") | ||||
|  | ||||
| @ -538,6 +538,7 @@ pub struct GpuMesh { | ||||
| pub struct GpuIndexInfo { | ||||
|     pub buffer: Buffer, | ||||
|     pub count: u32, | ||||
|     pub index_format: IndexFormat, | ||||
| } | ||||
| 
 | ||||
| impl RenderAsset for Mesh { | ||||
| @ -567,6 +568,7 @@ impl RenderAsset for Mesh { | ||||
|                 label: None, | ||||
|             }), | ||||
|             count: mesh.indices().unwrap().len() as u32, | ||||
|             index_format: mesh.indices().unwrap().into(), | ||||
|         }); | ||||
| 
 | ||||
|         Ok(GpuMesh { | ||||
|  | ||||
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	 Mariusz Kryński
						Mariusz Kryński