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remove ViewUniformOffset from inactive cameras (#16399)
# Objective - Fixes #16285 - Inactive camera are keeping the component `ViewUniformOffset` from when they were active, still matching some queries trying to render to them ## Solution - Remove component `ViewUniformOffset` from cameras that are inactive ## Testing - Ran example `render_primitives` and switched camera
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56ac38120b
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1 changed files with 4 additions and 4 deletions
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@ -1,6 +1,4 @@
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use super::{ClearColorConfig, Projection};
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use super::{ClearColorConfig, Projection};
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use crate::sync_world::TemporaryRenderEntity;
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use crate::view::RenderVisibleEntities;
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use crate::{
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use crate::{
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batching::gpu_preprocessing::GpuPreprocessingSupport,
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batching::gpu_preprocessing::GpuPreprocessingSupport,
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camera::{CameraProjection, ManualTextureViewHandle, ManualTextureViews},
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camera::{CameraProjection, ManualTextureViewHandle, ManualTextureViews},
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@ -8,11 +6,12 @@ use crate::{
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render_asset::RenderAssets,
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render_asset::RenderAssets,
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render_graph::{InternedRenderSubGraph, RenderSubGraph},
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render_graph::{InternedRenderSubGraph, RenderSubGraph},
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render_resource::TextureView,
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render_resource::TextureView,
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sync_world::TemporaryRenderEntity,
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sync_world::{RenderEntity, SyncToRenderWorld},
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sync_world::{RenderEntity, SyncToRenderWorld},
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texture::GpuImage,
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texture::GpuImage,
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view::{
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view::{
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ColorGrading, ExtractedView, ExtractedWindows, GpuCulling, Msaa, RenderLayers, Visibility,
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ColorGrading, ExtractedView, ExtractedWindows, GpuCulling, Msaa, RenderLayers,
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VisibleEntities,
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RenderVisibleEntities, ViewUniformOffset, Visibility, VisibleEntities,
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},
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},
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Extract,
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Extract,
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};
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};
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@ -1065,6 +1064,7 @@ pub fn extract_cameras(
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RenderLayers,
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RenderLayers,
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Projection,
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Projection,
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GpuCulling,
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GpuCulling,
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ViewUniformOffset,
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)>();
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)>();
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continue;
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continue;
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}
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}
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