![]() # Objective Currently, `prepare_sprite_image_bind_group` spawns sprite batches onto an individual representative entity of the batch. This poses significant problems for multi-camera setups, since an entity may appear in multiple phase instances. ## Solution Instead, move batches into a resource that is keyed off the view and the representative entity. Long term we should switch to mesh2d and use the existing BinnedRenderPhase functionality rather than naively queueing into transparent and doing our own ad-hoc batching logic. Fixes #16867, #17351 ## Testing Tested repros in above issues. |
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README.md |