 ffecb05a0a
			
		
	
	
		ffecb05a0a
		
	
	
	
	
		
			
			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.
		
			
				
	
	
		
			28 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			28 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| /// An example of how to display a window in transparent mode
 | |
| /// [Documentation & Platform support.](https://docs.rs/bevy/latest/bevy/prelude/struct.WindowDescriptor.html#structfield.transparent)
 | |
| use bevy::{prelude::*, window::WindowDescriptor};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         // ClearColor must have 0 alpha, otherwise some color will bleed through
 | |
|         .insert_resource(ClearColor(Color::NONE))
 | |
|         .insert_resource(WindowDescriptor {
 | |
|             // Setting `transparent` allows the `ClearColor`'s alpha value to take effect
 | |
|             transparent: true,
 | |
|             // Disabling window decorations to make it feel more like a widget than a window
 | |
|             decorations: false,
 | |
|             ..Default::default()
 | |
|         })
 | |
|         .add_startup_system(setup)
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
 | |
|     commands.spawn_bundle(SpriteBundle {
 | |
|         texture: asset_server.load("branding/icon.png"),
 | |
|         ..Default::default()
 | |
|     });
 | |
| }
 |