![]() # Objective A `TransparentUI` phase's items all target the same camera so there is no need to store the current camera entity in `UiBatch` and ending the current `UiBatch` on camera changes is pointless as the camera doesn't change. ## Solution Remove the `camera` fields from `UiBatch`, `UiShadowsBatch` and `UiTextureSliceBatch`. Remove the camera changed check from `prepare_uinodes`. ## Testing The `multiple_windows` and `split_screen` examples both render UI elements to multiple cameras and can be used to test these changes. The UI material plugin already didn't store the camera entity per batch and worked fine without it. |
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src | ||
Cargo.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
README.md |