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# Objective Allow TextureAtlasBuilder in AssetLoader. Fixes #2987 ## Solution - TextureAtlasBuilder no longer hold just AssetIds that are used to retrieve the actual image data in `finish`, but &Image instead. - TextureAtlasBuilder now required AssetId only optionally (and it is only used to retrieve the index from the AssetId in TextureAtlasLayout), ## Issues - The issue mentioned here https://github.com/bevyengine/bevy/pull/11474#issuecomment-1904676937 now also extends to the actual atlas texture. In short: Calling add_texture multiple times for the same texture will lead to duplicate image data in the atlas texture and additional indices. If you provide an AssetId we can probably do something to de-duplicate the entries while keeping insertion order (suggestions welcome on how exactly). But if you don't then we are out of luck (unless we can and want to hash the image, which I do not think we want). --- ## Changelog ### Changed - TextureAtlasBuilder `add_texture` can be called without providing an AssetId - TextureAtlasBuilder `finish` no longer takes Assets<Image> and no longer returns a Handle<Image> ## Migration Guide - For `add_texture` you need to wrap your AssetId in Some - `finish` now returns the atlas texture image directly instead of a handle. Provide the atlas texture to `add` on Assets<Texture> to get a Handle<Image> |
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