Fixes linting

This commit is contained in:
mahulst 2022-09-17 14:03:35 +02:00
parent 8a87928fca
commit c0c8011165
2 changed files with 4 additions and 8 deletions

View file

@ -1,4 +1,4 @@
use ab_glyph::{Font as _, FontArc, Glyph, ScaleFont as _};
use ab_glyph::{Font as _, FontArc, Glyph};
use bevy_asset::{Assets, Handle};
use bevy_math::Vec2;
use bevy_render::texture::Image;

View file

@ -12,7 +12,7 @@ use bevy_ecs::prelude::*;
use bevy_math::{Mat4, Rect, UVec4, Vec2, Vec3, Vec4Swizzles};
use bevy_reflect::TypeUuid;
use bevy_render::{
camera::{Camera, CameraProjection, OrthographicProjection, WindowOrigin},
camera::Camera,
color::Color,
render_asset::RenderAssets,
render_graph::{RenderGraph, RunGraphOnViewNode, SlotInfo, SlotType},
@ -243,12 +243,8 @@ pub fn extract_default_ui_camera_view<T: Component>(
camera.physical_viewport_rect(),
camera.physical_viewport_size(),
) {
let mut projection = OrthographicProjection {
far: UI_CAMERA_FAR,
window_origin: WindowOrigin::BottomLeft,
..Default::default()
};
projection.update(logical_size.x, logical_size.y);
let projection_matrix =
Mat4::orthographic_rh(0.0, logical_size.x, logical_size.y, 0.0, 0.0, UI_CAMERA_FAR);
let default_camera_view = commands
.spawn(ExtractedView {
projection: projection.get_projection_matrix(),