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render: draw in back-to-front mode to be safe (until we can do both at the same time). expand texture example
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2 changed files with 19 additions and 4 deletions
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@ -103,7 +103,7 @@ impl Node for MainPassNode {
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};
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let mut draw_state = DrawState::default();
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for visible_entity in visible_entities.iter() {
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for visible_entity in visible_entities.iter().rev() {
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let draw = if let Some(draw) = world.get_component::<Draw>(visible_entity.entity) {
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draw
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} else {
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@ -34,13 +34,20 @@ fn setup(
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..Default::default()
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});
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// this material modulates the texture to make it red
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let modulated_material_handle = materials.add(StandardMaterial {
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// this material modulates the texture to make it red (and slightly transparent)
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let red_material_handle = materials.add(StandardMaterial {
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albedo: Color::rgba(1.0, 0.0, 0.0, 0.5),
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albedo_texture: Some(texture_handle),
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..Default::default()
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});
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// and lets make this one blue! (and also slightly transparent)
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let blue_material_handle = materials.add(StandardMaterial {
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albedo: Color::rgba(0.0, 0.0, 1.0, 0.5),
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albedo_texture: Some(texture_handle),
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..Default::default()
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});
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// add entities to the world
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command_buffer
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.build()
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@ -48,6 +55,14 @@ fn setup(
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.add_entity(MeshEntity {
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mesh: quad_handle,
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material: material_handle,
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translation: Translation::new(0.0, -1.5, 0.0),
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rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
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..Default::default()
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})
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// textured quad - modulated
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.add_entity(MeshEntity {
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mesh: quad_handle,
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material: red_material_handle,
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translation: Translation::new(0.0, 0.0, 0.0),
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rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
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..Default::default()
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@ -55,7 +70,7 @@ fn setup(
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// textured quad - modulated
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.add_entity(MeshEntity {
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mesh: quad_handle,
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material: modulated_material_handle,
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material: blue_material_handle,
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translation: Translation::new(0.0, 1.5, 0.0),
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rotation: Rotation::from_euler_angles(0.0, std::f32::consts::PI / 3.0, 0.0),
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..Default::default()
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