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Made some things in bevy_render Debug
. (#13830)
# Objective Some items in `bevy_render` do not implement `Debug`. ## Solution Made them derive `Debug`.
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2 changed files with 5 additions and 5 deletions
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@ -435,7 +435,7 @@ fn calculate_cascade(
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}
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}
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/// Add this component to make a [`Mesh`] not cast shadows.
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#[derive(Component, Reflect, Default)]
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default)]
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pub struct NotShadowCaster;
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/// Add this component to make a [`Mesh`] not receive shadows.
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@ -443,7 +443,7 @@ pub struct NotShadowCaster;
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/// **Note:** If you're using diffuse transmission, setting [`NotShadowReceiver`] will
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/// cause both “regular” shadows as well as diffusely transmitted shadows to be disabled,
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/// even when [`TransmittedShadowReceiver`] is being used.
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#[derive(Component, Reflect, Default)]
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default)]
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pub struct NotShadowReceiver;
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/// Add this component to make a [`Mesh`] using a PBR material with [`diffuse_transmission`](crate::pbr_material::StandardMaterial::diffuse_transmission)`> 0.0`
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@ -453,7 +453,7 @@ pub struct NotShadowReceiver;
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/// (and potentially even baking a thickness texture!) to match the geometry of the mesh, in order to avoid self-shadow artifacts.
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///
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/// **Note:** Using [`NotShadowReceiver`] overrides this component.
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#[derive(Component, Reflect, Default)]
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component, Default)]
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pub struct TransmittedShadowReceiver;
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@ -462,7 +462,7 @@ pub struct TransmittedShadowReceiver;
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///
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/// The different modes use different approaches to
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/// [Percentage Closer Filtering](https://developer.nvidia.com/gpugems/gpugems/part-ii-lighting-and-shadows/chapter-11-shadow-map-antialiasing).
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#[derive(Component, ExtractComponent, Reflect, Clone, Copy, PartialEq, Eq, Default)]
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#[derive(Debug, Component, ExtractComponent, Reflect, Clone, Copy, PartialEq, Eq, Default)]
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#[reflect(Component, Default)]
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pub enum ShadowFilteringMethod {
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/// Hardware 2x2.
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@ -156,7 +156,7 @@ pub struct VisibilityBundle {
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/// - when a [`Mesh`] is updated but its [`Aabb`] is not, which might happen with animations,
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/// - when using some light effects, like wanting a [`Mesh`] out of the [`Frustum`]
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/// to appear in the reflection of a [`Mesh`] within.
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#[derive(Component, Default, Reflect)]
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#[derive(Debug, Component, Default, Reflect)]
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#[reflect(Component, Default)]
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pub struct NoFrustumCulling;
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