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. |
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| .. | ||
| color_material.rs | ||
| color_material.wgsl | ||
| material.rs | ||
| mesh2d_bindings.wgsl | ||
| mesh2d_functions.wgsl | ||
| mesh2d_types.wgsl | ||
| mesh2d_vertex_output.wgsl | ||
| mesh2d_view_bindings.wgsl | ||
| mesh2d_view_types.wgsl | ||
| mesh2d.wgsl | ||
| mesh.rs | ||
| mod.rs | ||