Commit graph

2 commits

Author SHA1 Message Date
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
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.
2021-12-14 03:58:23 +00:00
Folke Lemaitre
4c91613ae6 Ported WgpuOptions to bevy_render2 (#3282)
# Objective

The new renderer does not support any options yet for wgpu. These are needed for example for rendering wireframes (see #3193).

## Solution

I've ported WgpuOptions to bevy_render2.

The defaults match the defaults that were used before this PR (meaning, some specific options when target_arch = wasm32).

Additionally, I removed `Auto` from WgpuBackends and added `Primary`. The default will use primary or GL based on the target_arch.
2021-12-09 21:14:17 +00:00