//! By default Bevy loads images to textures that clamps the image to the edges //! This example shows how to configure it to repeat the image instead. use bevy::{ math::Affine2, prelude::*, render::texture::{ ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor, }, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { let image_with_default_sampler = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png"); // central cube with not repeated texture commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), material: materials.add(StandardMaterial { base_color_texture: Some(image_with_default_sampler.clone()), ..default() }), transform: Transform::from_translation(Vec3::ZERO), ..default() }); // left cube with repeated texture commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), material: materials.add(StandardMaterial { base_color_texture: Some(asset_server.load_with_settings( "textures/fantasy_ui_borders/panel-border-010-repeated.png", |s: &mut _| { *s = ImageLoaderSettings { sampler: ImageSampler::Descriptor(ImageSamplerDescriptor { // rewriting mode to repeat image, address_mode_u: ImageAddressMode::Repeat, address_mode_v: ImageAddressMode::Repeat, ..default() }), ..default() } }, )), // uv_transform used here for proportions only, but it is full Affine2 // that's why you can use rotation and shift also uv_transform: Affine2::from_scale(Vec2::new(2., 3.)), ..default() }), transform: Transform::from_xyz(-1.5, 0.0, 0.0), ..default() }); // right cube with scaled texture, because with default sampler commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), material: materials.add(StandardMaterial { // there is no sampler set, that's why // by default you see only one small image in a row/column // and other space is filled by image edge base_color_texture: Some(image_with_default_sampler), // uv_transform used here for proportions only, but it is full Affine2 // that's why you can use rotation and shift also uv_transform: Affine2::from_scale(Vec2::new(2., 3.)), ..default() }), transform: Transform::from_xyz(1.5, 0.0, 0.0), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(0.0, 1.5, 4.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); }