bevy/crates/bevy_sprite/src/mesh2d
Patrick Walton 3af8526786
Stop extracting mesh entities to the render world. (#11803)
This fixes a `FIXME` in `extract_meshes` and results in a performance
improvement.

As a result of this change, meshes in the render world might not be
attached to entities anymore. Therefore, the `entity` parameter to
`RenderCommand::render()` is now wrapped in an `Option`. Most
applications that use the render app's ECS can simply unwrap the
`Option`.

Note that for now sprites, gizmos, and UI elements still use the render
world as usual.

## Migration guide

* For efficiency reasons, some meshes in the render world may not have
corresponding `Entity` IDs anymore. As a result, the `entity` parameter
to `RenderCommand::render()` is now wrapped in an `Option`. Custom
rendering code may need to be updated to handle the case in which no
`Entity` exists for an object that is to be rendered.
2024-02-10 10:46:10 +00:00
..
color_material.rs Remove unnecessary parens (#11075) 2023-12-24 17:43:01 +00:00
color_material.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
material.rs Stop extracting mesh entities to the render world. (#11803) 2024-02-10 10:46:10 +00:00
mesh2d_bindings.wgsl Swap material and mesh bind groups (#10485) 2023-11-28 22:26:22 +00:00
mesh2d_functions.wgsl Update to wgpu 0.19 and raw-window-handle 0.6 (#11280) 2024-01-26 18:14:21 +00:00
mesh2d_types.wgsl Automatic batching/instancing of draw commands (#9685) 2023-09-21 22:12:34 +00:00
mesh2d_vertex_output.wgsl pbr shader cleanup (#10105) 2023-10-13 19:12:40 +00:00
mesh2d_view_bindings.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
mesh2d_view_types.wgsl Refactor Globals and View structs into separate shaders (#7512) 2023-02-11 17:55:18 +00:00
mesh2d.wgsl update shader imports (#10180) 2023-10-21 11:51:58 +00:00
mesh.rs Stop extracting mesh entities to the render world. (#11803) 2024-02-10 10:46:10 +00:00
mod.rs Add 2d meshes and materials (#3460) 2022-01-08 01:29:08 +00:00