bevy/crates/bevy_sprite/src
IceSentry 64e1a7835a
Clean up 2d render phases (#12982)
# Objective

Currently, the 2d pipeline only has a transparent pass that is used for
everything. I want to have separate passes for opaque/alpha
mask/transparent meshes just like in 3d.

This PR does the basic work to start adding new phases to the 2d
pipeline and get the current setup a bit closer to 3d.

## Solution

- Use `ViewNode` for `MainTransparentPass2dNode`
- Added `Node2d::StartMainPass`, `Node2d::EndMainPass`
- Rename everything to clarify that the main pass is currently the
transparent pass

---

## Changelog

- Added `Node2d::StartMainPass`, `Node2d::EndMainPass`

## Migration Guide

If you were using `Node2d::MainPass` to order your own custom render
node. You now need to order it relative to `Node2d::StartMainPass` or
`Node2d::EndMainPass`.
2024-05-08 08:13:39 +00:00
..
mesh2d Clean up 2d render phases (#12982) 2024-05-08 08:13:39 +00:00
render Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199) 2024-05-03 11:39:21 +00:00
texture_slice Normalization anchor for sprite slice in dimensions of this slice (#12769) 2024-04-16 01:36:47 +00:00
bundle.rs new example: sprite animation in response to an event (#12996) 2024-04-23 21:44:03 +00:00
dynamic_texture_atlas_builder.rs Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827) 2024-04-09 13:26:34 +00:00
lib.rs Run CheckVisibility after all the other visibility system sets have… (#12962) 2024-04-18 20:33:29 +00:00
sprite.rs Slicing support for texture atlas (#12059) 2024-03-05 16:05:39 +00:00
texture_atlas.rs new example: sprite animation in response to an event (#12996) 2024-04-23 21:44:03 +00:00
texture_atlas_builder.rs Deprecate SpriteSheetBundle and AtlasImageBundle (#12218) 2024-03-03 20:11:15 +00:00