bevy/assets
Rob Parrett 3fc2bd71ea
Cosmetic tweaks to query_gltf_primitives (#16102)
# Objective

This example is really confusing to look at and tell at a glance whether
it's broken or not.

It's displaying a strange shape -- a cube with two vertices stretched in
a couple dimensions at an odd angle, and doing its vertex position
modification in a way where the intent isn't obvious.

## Solution

- Change the gltf geometry so that the object is a recognizable regular
shape
- Change the vertex modification so that the entire cube top is being
"lifted" from the cube
- Adjust colors, lighting, and camera location so we can see what's
going on
- Also remove some irrelevant shadow and environment map setup

## Before


![Image](https://github.com/user-attachments/assets/e5dd5075-0480-49d4-b1ed-cf1fe6106f3c)

## After

<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/59cab60d-efbc-47c3-8688-e4544b462421">
2024-10-27 19:06:19 +00:00
..
android-res/mipmap-mdpi
animation_graphs Implement additive blending for animation graphs. (#15631) 2024-10-04 22:13:22 +00:00
branding
data Added Support for Extension-less Assets (#10153) 2024-01-31 14:58:08 +00:00
docs
environment_maps Implement percentage-closer soft shadows (PCSS). (#13497) 2024-09-18 18:07:17 +00:00
fonts
irradiance_volumes Implement irradiance volumes. (#10268) 2024-02-06 23:23:20 +00:00
lightmaps
models Cosmetic tweaks to query_gltf_primitives (#16102) 2024-10-27 19:06:19 +00:00
pixel
scenes Fix invalid scene file for scene example (#15829) 2024-10-10 18:31:39 +00:00
shaders examples(shaders/glsl): Update GLSL Shader Example Camera View uniform (#15865) 2024-10-19 01:08:55 +00:00
sounds Programmed soundtrack example (#12774) 2024-03-29 20:32:30 +00:00
textures Vary transforms for custom_skinned_mesh example (#15710) 2024-10-08 12:37:46 +00:00
volumes Allow fog density texture to be scrolled over time with an offset (#14868) 2024-08-22 19:43:14 +00:00