bevy/crates/bevy_pbr/src
JMS55 d8b45ca136
Fix MeshletMesh material system ordering (#14016)
# Objective
- Fixes #13811 (probably, I lost my test code...)

## Solution
- Turns out that Queue and PrepareAssets are _not_ ordered. We should
probably either rethink our system sets (again), or improve the
documentation here. For reference, I've included the current ordering
below.
- The `prepare_meshlet_meshes_X` systems need to run after
`prepare_assets::<PreparedMaterial<M>>`, and have also been moved to
QueueMeshes.

```rust
schedule.configure_sets(
    (
        ExtractCommands,
        ManageViews,
        Queue,
        PhaseSort,
        Prepare,
        Render,
        Cleanup,
    )
        .chain(),
);

schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<GpuMesh>));
schedule.configure_sets(
    (PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
        .chain()
        .in_set(Prepare),
);
```

## Testing
- Ambiguity checker to make sure I don't have ambiguous system ordering
2024-06-25 18:17:52 +00:00
..
cluster Rename "point light" to "clusterable object" in cluster contexts. (#13654) 2024-06-04 11:01:13 +00:00
deferred Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803) 2024-06-10 23:25:16 +00:00
light Specify units in AmbientLight::brightness docs (#13297) 2024-06-18 11:20:10 +00:00
light_probe Fix lints introduced in Rust beta 1.80 (#13899) 2024-06-17 17:22:01 +00:00
lightmap Generate MeshUniforms on the GPU via compute shader where available. (#12773) 2024-04-10 05:33:32 +00:00
meshlet Fix meshlet interactions with regular shading passes (#13816) 2024-06-21 19:06:08 +00:00
prepass Fix MeshletMesh material system ordering (#14016) 2024-06-25 18:17:52 +00:00
render Fix a few "repeated word" typos (#13955) 2024-06-20 21:35:20 +00:00
ssao Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
ssr Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418) 2024-05-27 13:43:40 +00:00
volumetric_fog Adds back in way to convert color to u8 array, implemented for the two RGB color types, also renames Color::linear to Color::to_linear. (#13759) 2024-06-10 13:03:46 +00:00
bundle.rs Implement clone for most bundles. (#12993) 2024-04-16 16:37:09 +00:00
extended_material.rs Add missing Default impl to ExtendedMaterial. (#13008) 2024-04-18 12:57:14 +00:00
fog.rs Fix lints introduced in Rust beta 1.80 (#13899) 2024-06-17 17:22:01 +00:00
lib.rs Refactor check_light_mesh_visibility for performance #1 (#13905) 2024-06-18 03:22:54 +00:00
material.rs Fix MeshletMesh material system ordering (#14016) 2024-06-25 18:17:52 +00:00
parallax.rs bevy_reflect: FromReflect Ergonomics Implementation (#6056) 2023-06-29 01:31:34 +00:00
pbr_material.rs Fix lints introduced in Rust beta 1.80 (#13899) 2024-06-17 17:22:01 +00:00
wireframe.rs Use WireframeColor to override global color (#13034) 2024-04-20 13:59:12 +00:00