bevy/pipelined/bevy_render2/src
davier 25b62f9577 Port bevy_ui to pipelined-rendering (#2653)
# Objective

Port bevy_ui to pipelined-rendering (see #2535 )

## Solution

I did some changes during the port:
- [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406))
- [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching)

Remaining features to implement to reach parity with the old renderer:
- [x] textures
- [X] TextBundle

I'd also like to add these features, but they need some design discussion:
- [x] batching
- [ ] separate opaque and transparent phases
- [ ] multiple windows
- [ ] texture atlases
- [ ] (maybe) clipping
2021-12-10 22:21:23 +00:00
..
camera Port bevy_ui to pipelined-rendering (#2653) 2021-12-10 22:21:23 +00:00
color fix calls to as_rgba_linear (#3200) 2021-11-28 10:40:42 +00:00
mesh Fix clippy errors related to IntoIter::new (#3269) 2021-12-06 22:26:35 +00:00
primitives Clustered forward rendering (#3153) 2021-12-09 03:08:54 +00:00
render_graph Document the new pipelined renderer (#3094) 2021-11-16 03:37:48 +00:00
render_phase Merge New Renderer 2021-11-22 23:57:42 -08:00
render_resource Clustered forward rendering (#3153) 2021-12-09 03:08:54 +00:00
renderer Document the new pipelined renderer (#3094) 2021-11-16 03:37:48 +00:00
texture Default image used in PipelinedSpriteBundle to be able to render without loading a texture (#3270) 2021-12-07 01:13:55 +00:00
view Clustered forward rendering (#3153) 2021-12-09 03:08:54 +00:00
lib.rs Port bevy_ui to pipelined-rendering (#2653) 2021-12-10 22:21:23 +00:00
options.rs Ported WgpuOptions to bevy_render2 (#3282) 2021-12-09 21:14:17 +00:00
render_asset.rs Sprite change image (#3207) 2021-12-01 23:09:31 +00:00
render_component.rs Implement iter() for mutable Queries (#2305) 2021-12-01 23:28:10 +00:00