Carter Anderson
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be8d67d0b0
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switch sprites back to wgsl shader
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2021-07-24 16:43:37 -07:00 |
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Carter Anderson
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3542ddcd0c
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add glsl support
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2021-07-24 16:43:37 -07:00 |
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Carter Anderson
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ac6b27925e
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fix clippy
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2021-07-24 16:43:37 -07:00 |
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Robert Swain
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858065ef8d
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Do not queue sprites/meshes if there are no views (#13)
* bevy_sprite2/_pbr2: Do not queue sprites/meshes if there are no views
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2021-07-24 16:43:37 -07:00 |
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Carter Anderson
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61c8475069
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Begin WGSL port (sprites work, pbr lights are broken)
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2021-07-24 16:43:37 -07:00 |
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Carter Anderson
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25de2d1819
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Port Mesh to RenderAsset, add Slab and FrameSlabMap garbage collection for Bind Groups
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2021-07-24 16:43:37 -07:00 |
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Carter Anderson
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3ef951dcbc
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RenderAssetPlugin
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2021-07-24 16:43:37 -07:00 |
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Carter Anderson
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13ca00178a
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bevy_render now uses wgpu directly
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2021-07-24 16:43:37 -07:00 |
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Carter Anderson
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3400fb4e61
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SubGraphs, Views, Shadows, and more
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2021-07-24 16:43:37 -07:00 |
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StarArawn
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a0347195c0
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Share code between passes for setting bind groups.
Renamed PipelineDescriptor to RenderPipelineDescriptor
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2021-07-24 16:43:37 -07:00 |
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StarArawn
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cdf06ea293
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Added compute to the new pipelined renderer.
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2021-07-24 16:43:37 -07:00 |
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Carter Anderson
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4ac2ed7cc6
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pipelined rendering proof of concept
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2021-07-24 16:43:37 -07:00 |
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