# Objective
- Update the `ClearColor` resource docs as described in #3837 so new users (like me) understand it better
## Solution
- Update the docs to use what @alice-i-cecile described in #3837
I took this one up because I got confused by it this weekend. I didn't understand why the "background" was being set by a `ClearColor` resource.
# Objective
In this PR I added the ability to opt-out graphical backends. Closes#3155.
## Solution
I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~.
# Objective
The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.
## Solution
I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.
~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_
## Remaining work
- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)
## Remaining questions
- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Currently the `ClearPassNode` is not exported, due to an additional `use ...;` in the core pipeline's `lib.rs`. This seems unintentional, as there already is a public glob import in the file.
This just removes the explicit use. If it actually was intentional to keep the node internal, let me know.
# Objective
This PR fixes a crash when winit is enabled when there is a camera in the world. Part of #3155
## Solution
In this PR, I removed two unwraps and added an example for regression testing.
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.