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			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			27 lines
		
	
	
		
			733 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			27 lines
		
	
	
		
			733 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
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| //!
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| //! [`Quad`]: shape::Quad
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| 
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| use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     commands.spawn(Camera2dBundle::default());
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|     commands.spawn(MaterialMesh2dBundle {
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|         mesh: meshes.add(Rectangle::default()).into(),
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|         transform: Transform::default().with_scale(Vec3::splat(128.)),
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|         material: materials.add(LegacyColor::PURPLE),
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|         ..default()
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|     });
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| }
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