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# Objective Fixes #4036 ## Solution - Use `VertexBufferLayout::from_vertex_formats` - Actually put a u32 into `ATTRIBUTE_COLOR` and convert it in the shader I'm not 100% sure about the color stuff. It seems like `ATTRIBUTE_COLOR` has been `Uint32` this whole time, but this example previously worked with `[f32; 4]` somehow, perhaps because the vertex layout was manually specified. Let me know if that can be improved, or feel free to close for an alternative fix. |
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.. | ||
contributors.rs | ||
many_sprites.rs | ||
mesh2d.rs | ||
mesh2d_manual.rs | ||
move_sprite.rs | ||
rect.rs | ||
rotation.rs | ||
sprite.rs | ||
sprite_flipping.rs | ||
sprite_sheet.rs | ||
text2d.rs | ||
texture_atlas.rs |