Carter Anderson
04590de678
separate albedo color and make it required
...
I worked really hard to make ColorSource work, but sadly we need color to be instanceable and making it optional would add too much complexity. Maybe at some point in the future we can add it back. On the plus side, albedo color now modulates the albedo texture
2020-03-17 22:02:01 -07:00
Carter Anderson
5d99f3a7e8
Add Handle<T> support to uniform resource provider. Use Handle<StandardMaterial> instead of StandardMaterial
2020-03-16 00:45:28 -07:00
Carter Anderson
99cdf56e7d
add Color type
2020-03-09 23:43:40 -07:00
Carter Anderson
8eec5653b6
rename add_archetype to add_entity
2020-03-09 02:02:17 -07:00
Carter Anderson
91a6c0d9db
remove "asset scopes" now that resources are separate from world
2020-03-09 01:40:04 -07:00
Carter Anderson
9355a53980
upgrade legion (breaks plugins)
2020-03-08 23:19:07 -07:00
Carter Anderson
9e5f4aeefc
implement Copy for Handle
2020-02-23 23:50:44 -08:00
Carter Anderson
f84e71d051
cargo fmt
2020-02-22 15:02:01 -08:00
Carter Anderson
b809b22589
add ColorSource and remove test macro from StandardMaterial
2020-02-18 09:16:34 -08:00
Carter Anderson
57f798c0bd
cleanup
2020-02-17 19:06:12 -08:00
Carter Anderson
6f376b5f3f
remove old render graph
2020-02-17 18:36:31 -08:00
Carter Anderson
3b0b40a79d
cargo fmt
2020-02-07 23:17:51 -08:00
Carter Anderson
d76b2b032e
entity uniforms kind of work in the new render graph
...
but only the last entity because they all use the same buffer
2020-01-26 21:44:01 -08:00
Carter Anderson
b0df491559
make legacy rendergraph optional (and off by default)
2020-01-19 12:43:18 -08:00
Carter Anderson
3783deed07
rename object3d to mesh
2020-01-19 02:10:29 -08:00
Carter Anderson
ec4ca5559f
EntityArchetype proc macro
2020-01-19 02:02:12 -08:00
Carter Anderson
e0753c8ace
entity archetypes
...
(for organization and compile time speedups)
2020-01-18 15:36:24 -08:00