# Objective Fixes #15330 ## Solution 1. Add an `ExtractTextureSlice` variant to `RenderUiSystem`. 2. Add `RenderUiSystem::ExtractTextureSlice` to the `ExtractSchedule` between `ExtractImages` and `ExtractBorders`. 3. Add `extract_ui_texture_slices` to the new `ExtractTextureSlice` system set. Which results in texture slice nodes being extracted before borders. No more z-fighting, borders will always be drawn on top of texture-sliced images. |
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| .. | ||
| mod.rs | ||
| pipeline.rs | ||
| render_pass.rs | ||
| ui_material_pipeline.rs | ||
| ui_material.wgsl | ||
| ui_texture_slice_pipeline.rs | ||
| ui_texture_slice.wgsl | ||
| ui_vertex_output.wgsl | ||
| ui.wgsl | ||