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https://github.com/bevyengine/bevy
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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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10 changed files with 7 additions and 7 deletions
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@ -37,7 +37,7 @@ fn setup(
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// Sprite
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/bevy_bird_light.png"),
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texture: asset_server.load("branding/bevy_bird_dark.png"),
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sprite: Sprite {
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color: Color::rgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
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custom_size: Some(Vec2::splat(160.0)),
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@ -25,7 +25,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("pixel/bevy_pixel_light.png"),
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texture: asset_server.load("pixel/bevy_pixel_dark.png"),
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transform: Transform::from_xyz(100., 0., 0.),
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..default()
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},
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@ -12,7 +12,7 @@ fn main() {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/bevy_bird_light.png"),
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texture: asset_server.load("branding/bevy_bird_dark.png"),
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..default()
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});
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}
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@ -12,7 +12,7 @@ fn main() {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/bevy_bird_light.png"),
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texture: asset_server.load("branding/bevy_bird_dark.png"),
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sprite: Sprite {
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// Flip the logo to the left
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flip_x: true,
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@ -264,7 +264,7 @@ fn setup(
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(50.0).into()),
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material: materials.add(Color::GRAY.into()),
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material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
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..default()
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});
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@ -97,7 +97,7 @@ fn setup(
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..default()
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});
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let mut forward_mat: StandardMaterial = Color::GRAY.into();
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let mut forward_mat: StandardMaterial = Color::rgb(0.1, 0.2, 0.1).into();
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forward_mat.opaque_render_method = OpaqueRendererMethod::Forward;
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let forward_mat_h = materials.add(forward_mat);
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@ -107,7 +107,7 @@ fn setup_basic_scene(
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(50.0).into()),
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material: materials.add(Color::GRAY.into()),
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material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
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..default()
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},
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SceneNumber(1),
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