Fix panic when using image in UiMaterial (#10591)
# Objective - Fix the panic on using Images in UiMaterials due to assets not being loaded. - Fixes #10513 ## Solution - add `let else` statement that `return`s or `continue`s instead of unwrapping, causing a panic.
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				| @ -298,10 +298,9 @@ impl<P: PhaseItem, M: UiMaterial, const I: usize> RenderCommand<P> | ||||
|         materials: SystemParamItem<'w, '_, Self::Param>, | ||||
|         pass: &mut TrackedRenderPass<'w>, | ||||
|     ) -> RenderCommandResult { | ||||
|         let material = materials | ||||
|             .into_inner() | ||||
|             .get(&material_handle.material) | ||||
|             .unwrap(); | ||||
|         let Some(material) = materials.into_inner().get(&material_handle.material) else { | ||||
|             return RenderCommandResult::Failure; | ||||
|         }; | ||||
|         pass.set_bind_group(I, &material.bind_group, &[]); | ||||
|         RenderCommandResult::Success | ||||
|     } | ||||
| @ -732,7 +731,9 @@ pub fn queue_ui_material_nodes<M: UiMaterial>( | ||||
|     let draw_function = draw_functions.read().id::<DrawUiMaterial<M>>(); | ||||
| 
 | ||||
|     for (entity, extracted_uinode) in extracted_uinodes.uinodes.iter() { | ||||
|         let material = render_materials.get(&extracted_uinode.material).unwrap(); | ||||
|         let Some(material) = render_materials.get(&extracted_uinode.material) else { | ||||
|             continue; | ||||
|         }; | ||||
|         for (view, mut transparent_phase) in &mut views { | ||||
|             let pipeline = pipelines.specialize( | ||||
|                 &pipeline_cache, | ||||
|  | ||||
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	 Markus Ort
						Markus Ort