mirror of
https://github.com/bevyengine/bevy
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de004da8d5
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
26 lines
733 B
Rust
26 lines
733 B
Rust
//! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
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//!
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//! [`Quad`]: shape::Quad
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Rectangle::default()).into(),
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transform: Transform::default().with_scale(Vec3::splat(128.)),
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material: materials.add(LegacyColor::PURPLE),
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..default()
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});
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}
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