# Objective Currently, the 2d pipeline only has a transparent pass that is used for everything. I want to have separate passes for opaque/alpha mask/transparent meshes just like in 3d. This PR does the basic work to start adding new phases to the 2d pipeline and get the current setup a bit closer to 3d. ## Solution - Use `ViewNode` for `MainTransparentPass2dNode` - Added `Node2d::StartMainPass`, `Node2d::EndMainPass` - Rename everything to clarify that the main pass is currently the transparent pass --- ## Changelog - Added `Node2d::StartMainPass`, `Node2d::EndMainPass` ## Migration Guide If you were using `Node2d::MainPass` to order your own custom render node. You now need to order it relative to `Node2d::StartMainPass` or `Node2d::EndMainPass`. |
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| .. | ||
| mesh2d | ||
| render | ||
| texture_slice | ||
| bundle.rs | ||
| dynamic_texture_atlas_builder.rs | ||
| lib.rs | ||
| sprite.rs | ||
| texture_atlas_builder.rs | ||
| texture_atlas.rs | ||