bevy/examples/shader
Patrick Walton 141b7673ab
Key render phases off the main world view entity, not the render world view entity. (#16942)
We won't be able to retain render phases from frame to frame if the keys
are unstable. It's not as simple as simply keying off the main world
entity, however, because some main world entities extract to multiple
render world entities. For example, directional lights extract to
multiple shadow cascades, and point lights extract to one view per
cubemap face. Therefore, we key off a new type, `RetainedViewEntity`,
which contains the main entity plus a *subview ID*.

This is part of the preparation for retained bins.

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Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2025-01-12 20:24:17 +00:00
..
animate_shader.rs
array_texture.rs Remove incorrect equality comparisons for asset load error types (#15890) 2024-10-14 01:00:45 +00:00
automatic_instancing.rs
compute_shader_game_of_life.rs Expose Pipeline Compilation Zero Initialize Workgroup Memory Option (#16301) 2024-11-08 21:42:37 +00:00
custom_phase_item.rs Key render phases off the main world view entity, not the render world view entity. (#16942) 2025-01-12 20:24:17 +00:00
custom_post_processing.rs Don't reëxport bevy_image from bevy_render (#16163) 2024-11-10 06:54:38 +00:00
custom_shader_instancing.rs Key render phases off the main world view entity, not the render world view entity. (#16942) 2025-01-12 20:24:17 +00:00
custom_vertex_attribute.rs
extended_material.rs Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068) 2024-10-24 21:16:00 +00:00
fallback_image.rs
gpu_readback.rs Don't reëxport bevy_image from bevy_render (#16163) 2024-11-10 06:54:38 +00:00
shader_defs.rs
shader_material_2d.rs
shader_material_bindless.rs Add a bindless mode to AsBindGroup. (#16368) 2024-12-03 18:00:34 +00:00
shader_material_glsl.rs
shader_material_screenspace_texture.rs aligning public apis of Time,Timer and Stopwatch (#15962) 2024-10-16 21:09:32 +00:00
shader_material.rs
shader_prepass.rs Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) 2024-10-18 22:25:33 +00:00
specialized_mesh_pipeline.rs Key render phases off the main world view entity, not the render world view entity. (#16942) 2025-01-12 20:24:17 +00:00
storage_buffer.rs Introduce two-level bins for multidrawable meshes. (#16898) 2025-01-06 18:34:40 +00:00
texture_binding_array.rs Make StandardMaterial bindless. (#16644) 2024-12-10 17:48:56 +00:00