bevy/crates/bevy_sprite/src/mesh2d
Joona Aalto c1a4b82762
Revert default mesh materials (#15930)
# Objective

Closes #15799.

Many rendering people and maintainers are in favor of reverting default
mesh materials added in #15524, especially as the migration to required
component is already large and heavily breaking.

## Solution

Revert default mesh materials, and adjust docs accordingly.

- Remove `extract_default_materials`
- Remove `clear_material_instances`, and move the logic back into
`extract_mesh_materials`
- Remove `HasMaterial2d` and `HasMaterial3d`
- Change default material handles back to pink instead of white
- 2D uses `Color::srgb(1.0, 0.0, 1.0)`, while 3D uses `Color::srgb(1.0,
0.0, 0.5)`. Not sure if this is intended.

There is now no indication at all about missing materials for `Mesh2d`
and `Mesh3d`. Having a mesh without a material renders nothing.

## Testing

I ran `2d_shapes`, `mesh2d_manual`, and `3d_shapes`, with and without
mesh material components.
2024-10-15 19:47:40 +00:00
..
color_material.rs Revert default mesh materials (#15930) 2024-10-15 19:47:40 +00:00
color_material.wgsl Add AlphaMask2d phase (#14724) 2024-08-15 14:10:37 +00:00
material.rs Revert default mesh materials (#15930) 2024-10-15 19:47:40 +00:00
mesh2d_bindings.wgsl
mesh2d_functions.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
mesh2d_types.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
mesh2d_vertex_output.wgsl
mesh2d_view_bindings.wgsl add tonemapping LUT bindings for sprite and mesh2d pipelines (#13262) 2024-05-28 12:09:26 +00:00
mesh2d_view_types.wgsl
mesh2d.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
mesh.rs Type safe retained render world (#15756) 2024-10-10 18:47:04 +00:00
mod.rs Support wireframes for 2D meshes (#12135) 2024-03-29 18:34:04 +00:00
wireframe2d.rs Revert "Have EntityCommands methods consume self for easier chaining" (#15523) 2024-10-02 12:47:26 +00:00
wireframe2d.wgsl Support wireframes for 2D meshes (#12135) 2024-03-29 18:34:04 +00:00