# Objective - Related to #19024. ## Solution - This is a mix of several ways to get rid of weak handles. The primary strategy is putting strong asset handles in resources that the rendering code clones into its pipelines (or whatever). - This does not handle every remaining case, but we are slowly clearing them out. ## Testing - `anti_aliasing` example still works. - `fog_volumes` example still works. |
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| .. | ||
| 2d_shapes.rs | ||
| 2d_viewport_to_world.rs | ||
| bloom_2d.rs | ||
| cpu_draw.rs | ||
| custom_gltf_vertex_attribute.rs | ||
| mesh2d_alpha_mode.rs | ||
| mesh2d_arcs.rs | ||
| mesh2d_manual.rs | ||
| mesh2d_repeated_texture.rs | ||
| mesh2d_vertex_color_texture.rs | ||
| mesh2d.rs | ||
| move_sprite.rs | ||
| pixel_grid_snap.rs | ||
| rotation.rs | ||
| sprite_animation.rs | ||
| sprite_flipping.rs | ||
| sprite_scale.rs | ||
| sprite_sheet.rs | ||
| sprite_slice.rs | ||
| sprite_tile.rs | ||
| sprite.rs | ||
| text2d.rs | ||
| texture_atlas.rs | ||
| tilemap_chunk.rs | ||
| transparency_2d.rs | ||
| wireframe_2d.rs | ||