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examples: cleanup imports
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5 changed files with 19 additions and 14 deletions
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@ -1,6 +1,8 @@
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use bevy::prelude::*;
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use bevy::{
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use bevy_asset::{HandleId, LoadState};
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asset::{HandleId, LoadState},
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use bevy_sprite::TextureAtlasBuilder;
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prelude::*,
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sprite::TextureAtlasBuilder,
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};
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fn main() {
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fn main() {
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App::build()
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App::build()
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@ -13,7 +13,6 @@ fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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) {
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// create a cube and a plane mesh
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// create a cube and a plane mesh
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 }));
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let plane_handle = meshes.add(Mesh::from(shape::Plane { size: 10.0 }));
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let plane_handle = meshes.add(Mesh::from(shape::Plane { size: 10.0 }));
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@ -1,7 +1,9 @@
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use bevy::prelude::*;
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use bevy::{
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use bevy_render::{
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prelude::*,
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render::{
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base_render_graph,
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base_render_graph,
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline},
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline},
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},
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};
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};
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fn main() {
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fn main() {
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@ -1,7 +1,10 @@
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use bevy::{prelude::*, render::shader};
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use bevy::{
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use bevy_render::{
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prelude::*,
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render::{
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base_render_graph,
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base_render_graph,
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline},
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pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline},
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shader,
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},
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};
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};
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fn main() {
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fn main() {
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@ -2,7 +2,7 @@ use bevy::{
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prelude::*,
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prelude::*,
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render::{
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render::{
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pass::{
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pass::{
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LoadOp, PassDescriptor, RenderPassColorAttachmentDescriptor,
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LoadOp, Operations, PassDescriptor, RenderPassColorAttachmentDescriptor,
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RenderPassDepthStencilAttachmentDescriptor, TextureAttachment,
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RenderPassDepthStencilAttachmentDescriptor, TextureAttachment,
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},
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},
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texture::{TextureDescriptor, TextureFormat, TextureUsage},
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texture::{TextureDescriptor, TextureFormat, TextureUsage},
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@ -10,7 +10,6 @@ use bevy::{
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},
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},
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window::{CreateWindow, WindowId, WindowReference},
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window::{CreateWindow, WindowId, WindowReference},
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};
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};
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use bevy_render::pass::Operations;
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fn main() {
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fn main() {
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App::build()
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App::build()
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