bevy/pipelined
Bude 82c04f93f5 Add a separate ClearPass (#3209)
# Objective

- Rendering before MainPass should be possible, so clearing needs to happen in an earlier pass.
- Fixes #3190.

## Solution

- I added a "Clear" SubGraph, a "ClearPassNode" Node, that clears the color and depth attachments of all views and a "ClearNodeDriver" Node, that schedules the "ClearPassNode" before MainPass.
- Make sure that the 2d and 3d draw passes do not clear their attachments anymore.

### Notes

- It works in the way, that with the current pipeline examples nothing should have changed in their behaviour
- I would like to add an example that adds a pass inbetween ClearPass and MainPass, but I do not understand enough about the new render architecture to do that yet
- Clears all attachment for all views: I do not know enough about rendering in general to say, whether there is a use case for not clearing
- Does not solve #3043 as we still need Cameras/ViewTargets to clear.
2021-12-09 21:52:32 +00:00
..
bevy_core_pipeline Add a separate ClearPass (#3209) 2021-12-09 21:52:32 +00:00
bevy_gltf2 Fix clippy lints for 1.57 (#3238) 2021-12-02 23:40:37 +00:00
bevy_pbr2 Clustered forward rendering (#3153) 2021-12-09 03:08:54 +00:00
bevy_render2 Ported WgpuOptions to bevy_render2 (#3282) 2021-12-09 21:14:17 +00:00
bevy_sprite2 Default image used in PipelinedSpriteBundle to be able to render without loading a texture (#3270) 2021-12-07 01:13:55 +00:00