bevy/crates/bevy_ui/src/render
ickshonpe 532bb15489
extract_shadows responsive coords fix (#17236)
# Objective

`extract_shadows` uses the render world entity corresponding to the
extracted camera when it queries the main world for the camera to get
the viewport size for the responsive viewport coords resolution and
fails. This means that viewport coords get resolved based on a viewport
size of zero.

## Solution

Use the main world camera entity.
2025-01-09 06:29:09 +00:00
..
box_shadow.rs extract_shadows responsive coords fix (#17236) 2025-01-09 06:29:09 +00:00
box_shadow.wgsl Remove the Globals binding from the box shadow shader (#16177) 2024-10-30 20:06:15 +00:00
debug_overlay.rs bevy_ui: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17229) 2025-01-08 19:30:19 +00:00
mod.rs bevy_ui: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17229) 2025-01-08 19:30:19 +00:00
pipeline.rs Only use physical coords internally in bevy_ui (#16375) 2024-11-22 00:45:07 +00:00
render_pass.rs Rename DefaultCameraView (#17235) 2025-01-08 18:44:11 +00:00
ui_material_pipeline.rs bevy_ui: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17229) 2025-01-08 19:30:19 +00:00
ui_material.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
ui_texture_slice_pipeline.rs bevy_ui: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17229) 2025-01-08 19:30:19 +00:00
ui_texture_slice.wgsl Fix some duplicate words in docs/comments (#15980) 2024-10-20 01:03:27 +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 Only use physical coords internally in bevy_ui (#16375) 2024-11-22 00:45:07 +00:00