bevy/crates/bevy_pbr/src
Patrick Walton 8577a448f7
Fix rendering of sprites, text, and meshlets after #12582. (#12945)
`Sprite`, `Text`, and `Handle<MeshletMesh>` were types of renderable
entities that the new segregated visible entity system didn't handle, so
they didn't appear.

Because `bevy_text` depends on `bevy_sprite`, and the visibility
computation of text happens in the latter crate, I had to introduce a
new marker component, `SpriteSource`. `SpriteSource` marks entities that
aren't themselves sprites but become sprites during rendering. I added
this component to `Text2dBundle`. Unfortunately, this is technically a
breaking change, although I suspect it won't break anybody in practice
except perhaps editors.

Fixes #12935.

## Changelog

### Changed

* `Text2dBundle` now includes a new marker component, `SpriteSource`.
Bevy uses this internally to optimize visibility calculation.

## Migration Guide

* `Text` now requires a `SpriteSource` marker component in order to
appear. This component has been added to `Text2dBundle`.
2024-04-13 14:15:00 +00:00
..
deferred Implement percentage-closer filtering (PCF) for point lights. (#12910) 2024-04-10 20:16:08 +00:00
light Divide the single VisibleEntities list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. (#12582) 2024-04-11 20:33:20 +00:00
light_probe Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827) 2024-04-09 13:26:34 +00:00
lightmap Generate MeshUniforms on the GPU via compute shader where available. (#12773) 2024-04-10 05:33:32 +00:00
meshlet Fix rendering of sprites, text, and meshlets after #12582. (#12945) 2024-04-13 14:15:00 +00:00
prepass Divide the single VisibleEntities list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. (#12582) 2024-04-11 20:33:20 +00:00
render Divide the single VisibleEntities list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. (#12582) 2024-04-11 20:33:20 +00:00
ssao Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
bundle.rs Move EntityHash related types into bevy_ecs (#11498) 2024-02-12 15:02:24 +00:00
extended_material.rs Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827) 2024-04-09 13:26:34 +00:00
fog.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
lib.rs Divide the single VisibleEntities list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. (#12582) 2024-04-11 20:33:20 +00:00
material.rs Divide the single VisibleEntities list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. (#12582) 2024-04-11 20:33:20 +00:00
parallax.rs bevy_reflect: FromReflect Ergonomics Implementation (#6056) 2023-06-29 01:31:34 +00:00
pbr_material.rs flipping texture coords methods has been added to the StandardMaterial (#12917) 2024-04-10 18:23:55 +00:00
wireframe.rs Intern mesh vertex buffer layouts so that we don't have to compare them over and over. (#12216) 2024-03-01 20:56:21 +00:00