mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
ffecb05a0a
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
23 lines
632 B
Rust
23 lines
632 B
Rust
use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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sprite: Sprite {
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// Flip the logo to the left
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flip_x: true,
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// And don't flip it upside-down ( the default )
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flip_y: false,
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..Default::default()
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},
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..Default::default()
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});
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}
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