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Fix mesh2_manual exapmle. (#14831)
Fix `mesh2d_manual` example from changes in #13069. ``` wgpu error: Validation Error Caused by: In RenderPass::end In a set_pipeline command Render pipeline targets are incompatible with render pass Incompatible depth-stencil attachment format: the RenderPass uses a texture with format Some(Depth32Float) but the RenderPipeline with 'colored_mesh2d_pipeline' label uses an attachment with format None ```
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1 changed files with 21 additions and 5 deletions
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@ -7,7 +7,7 @@
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use bevy::{
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use bevy::{
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color::palettes::basic::YELLOW,
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color::palettes::basic::YELLOW,
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core_pipeline::core_2d::Transparent2d,
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core_pipeline::core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
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math::FloatOrd,
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math::FloatOrd,
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prelude::*,
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prelude::*,
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render::{
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render::{
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@ -18,9 +18,10 @@ use bevy::{
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ViewSortedRenderPhases,
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ViewSortedRenderPhases,
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},
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},
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render_resource::{
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render_resource::{
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BlendState, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace,
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BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
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MultisampleState, PipelineCache, PolygonMode, PrimitiveState, PrimitiveTopology,
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DepthStencilState, Face, FragmentState, FrontFace, MultisampleState, PipelineCache,
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RenderPipelineDescriptor, SpecializedRenderPipeline, SpecializedRenderPipelines,
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PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor,
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SpecializedRenderPipeline, SpecializedRenderPipelines, StencilFaceState, StencilState,
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TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
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TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
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},
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},
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texture::BevyDefault,
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texture::BevyDefault,
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@ -198,7 +199,22 @@ impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
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topology: key.primitive_topology(),
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topology: key.primitive_topology(),
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strip_index_format: None,
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strip_index_format: None,
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},
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},
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depth_stencil: None,
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depth_stencil: Some(DepthStencilState {
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format: CORE_2D_DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: CompareFunction::GreaterEqual,
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stencil: StencilState {
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front: StencilFaceState::IGNORE,
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back: StencilFaceState::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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bias: DepthBiasState {
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constant: 0,
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slope_scale: 0.0,
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clamp: 0.0,
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},
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}),
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multisample: MultisampleState {
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multisample: MultisampleState {
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count: key.msaa_samples(),
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count: key.msaa_samples(),
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mask: !0,
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mask: !0,
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