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example render_to_texture: remove extra light (#13398)
# Objective - in example `render_to_texture`, #13317 changed the comment on the existing light saying lights don't work on multiple layers, then add a light on multiple layers explaining that it will work. it's confusing ## Solution - Keep the original light, with the updated comment ## Testing - Run example `render_to_texture`, lighting is correct
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1 changed files with 5 additions and 14 deletions
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@ -85,14 +85,16 @@ fn setup(
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first_pass_layer.clone(),
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));
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// Light for the first pass
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// NOTE: Lights only work properly when in one render layer.
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// Light
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// NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
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// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
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// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
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commands.spawn((
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PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..default()
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},
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first_pass_layer.clone(),
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RenderLayers::layer(0).with(1),
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));
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commands.spawn((
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@ -134,17 +136,6 @@ fn setup(
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MainPassCube,
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));
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// Light
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// NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
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// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
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// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
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commands.spawn((
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PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..default()
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},
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RenderLayers::layer(0).with(1),
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));
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// The main pass camera.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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