bevy/crates/bevy_sprite/src
Joona Aalto c1a4b82762
Revert default mesh materials (#15930)
# Objective

Closes #15799.

Many rendering people and maintainers are in favor of reverting default
mesh materials added in #15524, especially as the migration to required
component is already large and heavily breaking.

## Solution

Revert default mesh materials, and adjust docs accordingly.

- Remove `extract_default_materials`
- Remove `clear_material_instances`, and move the logic back into
`extract_mesh_materials`
- Remove `HasMaterial2d` and `HasMaterial3d`
- Change default material handles back to pink instead of white
- 2D uses `Color::srgb(1.0, 0.0, 1.0)`, while 3D uses `Color::srgb(1.0,
0.0, 0.5)`. Not sure if this is intended.

There is now no indication at all about missing materials for `Mesh2d`
and `Mesh3d`. Having a mesh without a material renders nothing.

## Testing

I ran `2d_shapes`, `mesh2d_manual`, and `3d_shapes`, with and without
mesh material components.
2024-10-15 19:47:40 +00:00
..
mesh2d Revert default mesh materials (#15930) 2024-10-15 19:47:40 +00:00
render Implement WorldQuery for MainWorld and RenderWorld components (#15745) 2024-10-13 20:58:46 +00:00
texture_slice Migrate bevy_sprite to required components (#15489) 2024-10-09 16:17:26 +00:00
bundle.rs Remove the Component trait implementation from Handle (#15796) 2024-10-09 21:10:01 +00:00
dynamic_texture_atlas_builder.rs Uncouple DynamicTextureAtlasBuilder from assets (#13717) 2024-06-08 12:38:03 +00:00
lib.rs Remove the Component trait implementation from Handle (#15796) 2024-10-09 21:10:01 +00:00
picking_backend.rs Picking: Filter out invisible sprites early (#15819) 2024-10-10 18:49:23 +00:00
sprite.rs Migrate bevy_sprite to required components (#15489) 2024-10-09 16:17:26 +00:00
texture_atlas_builder.rs Migrate bevy_sprite to required components (#15489) 2024-10-09 16:17:26 +00:00
texture_atlas.rs promote atlas sources texture_ids to pub visibility (#15795) 2024-10-09 18:37:26 +00:00