This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
21 lines
519 B
Rust
21 lines
519 B
Rust
#[allow(clippy::module_inception)]
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mod mesh;
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/// Generation for some primitive shape meshes.
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pub mod shape;
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pub use mesh::*;
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use crate::render_asset::RenderAssetPlugin;
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use bevy_app::{App, Plugin};
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use bevy_asset::AddAsset;
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/// Adds the [`Mesh`] as an asset and makes sure that they are extracted and prepared for the GPU.
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pub struct MeshPlugin;
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impl Plugin for MeshPlugin {
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fn build(&self, app: &mut App) {
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app.add_asset::<Mesh>()
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.add_plugin(RenderAssetPlugin::<Mesh>::default());
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}
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}
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