# 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. |
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| bevy_sprite2 | ||