bevy/crates/bevy_render
mgi388 78bf48b874
Use BindGroupLayoutEntryBuilder in texture_binding_array example (#13169)
# Objective

- I've been using the `texture_binding_array` example as a base to use
multiple textures in meshes in my program
- I only realised once I was deep in render code that these helpers
existed to create layouts
- I wish I knew the existed earlier because the alternative (filling in
every struct field) is so much more verbose

## Solution

- Use `BindGroupLayoutEntries::with_indices` to teach users that the
helper exists
- Also fix typo which should be `texture_2d`.

## Alternatives considered

- Just leave it as is to teach users about every single struct field
- However, leaving as is leaves users writing roughly 29 lines versus
roughly 2 lines for 2 entries and I'd prefer the 2 line approach

## Testing

Ran the example locally and compared before and after.

Before: 

<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/135186256/f5897210-2560-4110-b92b-85497be9023c">

After:

<img width="1279" alt="image"
src="https://github.com/bevyengine/bevy/assets/135186256/8d13a939-b1ce-4a49-a9da-0b1779c8cb6a">

Co-authored-by: mgi388 <>
2024-05-02 20:10:32 +00:00
..
macros Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827) 2024-04-09 13:26:34 +00:00
src Use BindGroupLayoutEntryBuilder in texture_binding_array example (#13169) 2024-05-02 20:10:32 +00:00
Cargo.toml Update glam version requirement from 0.25 to 0.27 (#12757) 2024-05-02 18:42:34 +00:00
README.md Add README.md to all crates (#13184) 2024-05-02 18:56:00 +00:00

Bevy Render

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