Update color and naming for consistency (#10367)

The `ClearColor` PR was merged before I was quite finished. This fixes a
few errors, and addresses Cart's feedback about the pixel perfect
example by updating the sprite colors to match the existing bevy bird
branding colors.


![image](https://github.com/bevyengine/bevy/assets/2632925/33722c45-ed66-4d3a-af11-f4197611a13c)
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Aevyrie 2023-11-03 19:09:23 -07:00 committed by GitHub
parent cd594221cf
commit 1d8d78ef0e
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 7 additions and 7 deletions

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@ -37,7 +37,7 @@ fn setup(
// Sprite
commands.spawn(SpriteBundle {
texture: asset_server.load("branding/bevy_bird_light.png"),
texture: asset_server.load("branding/bevy_bird_dark.png"),
sprite: Sprite {
color: Color::rgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
custom_size: Some(Vec2::splat(160.0)),

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@ -25,7 +25,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn((
SpriteBundle {
texture: asset_server.load("pixel/bevy_pixel_light.png"),
texture: asset_server.load("pixel/bevy_pixel_dark.png"),
transform: Transform::from_xyz(100., 0., 0.),
..default()
},

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@ -12,7 +12,7 @@ fn main() {
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(SpriteBundle {
texture: asset_server.load("branding/bevy_bird_light.png"),
texture: asset_server.load("branding/bevy_bird_dark.png"),
..default()
});
}

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@ -12,7 +12,7 @@ fn main() {
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(SpriteBundle {
texture: asset_server.load("branding/bevy_bird_light.png"),
texture: asset_server.load("branding/bevy_bird_dark.png"),
sprite: Sprite {
// Flip the logo to the left
flip_x: true,

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@ -264,7 +264,7 @@ fn setup(
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(50.0).into()),
material: materials.add(Color::GRAY.into()),
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
..default()
});

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@ -97,7 +97,7 @@ fn setup(
..default()
});
let mut forward_mat: StandardMaterial = Color::GRAY.into();
let mut forward_mat: StandardMaterial = Color::rgb(0.1, 0.2, 0.1).into();
forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
let forward_mat_h = materials.add(forward_mat);

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@ -107,7 +107,7 @@ fn setup_basic_scene(
commands.spawn((
PbrBundle {
mesh: meshes.add(shape::Plane::from_size(50.0).into()),
material: materials.add(Color::GRAY.into()),
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
..default()
},
SceneNumber(1),