bevy/crates/bevy_ui/src/render
ickshonpe 48f2bd410b
RenderUiSystem::ExtractTextureSlice (#15332)
# 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.
2024-09-20 23:55:11 +00:00
..
mod.rs RenderUiSystem::ExtractTextureSlice (#15332) 2024-09-20 23:55:11 +00:00
pipeline.rs Enable/disable UI anti-aliasing (#15170) 2024-09-16 23:06:23 +00:00
render_pass.rs Don't ignore draw errors (#13240) 2024-07-22 19:22:30 +00:00
ui_material_pipeline.rs ui material node border calculations fix (#15119) 2024-09-09 22:35:29 +00:00
ui_material.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
ui_texture_slice_pipeline.rs RenderUiSystem::ExtractTextureSlice (#15332) 2024-09-20 23:55:11 +00:00
ui_texture_slice.wgsl UI texture atlas slice shader (#14990) 2024-09-02 23:03:58 +00:00
ui_vertex_output.wgsl Include UI node size in the vertex inputs for UiMaterial. (#11722) 2024-02-06 16:15:09 +00:00
ui.wgsl Enable/disable UI anti-aliasing (#15170) 2024-09-16 23:06:23 +00:00