bevy/examples/shader
mgi388 78bf48b874
Use BindGroupLayoutEntryBuilder in texture_binding_array example (#13169)
# Objective

- I've been using the `texture_binding_array` example as a base to use
multiple textures in meshes in my program
- I only realised once I was deep in render code that these helpers
existed to create layouts
- I wish I knew the existed earlier because the alternative (filling in
every struct field) is so much more verbose

## Solution

- Use `BindGroupLayoutEntries::with_indices` to teach users that the
helper exists
- Also fix typo which should be `texture_2d`.

## Alternatives considered

- Just leave it as is to teach users about every single struct field
- However, leaving as is leaves users writing roughly 29 lines versus
roughly 2 lines for 2 entries and I'd prefer the 2 line approach

## Testing

Ran the example locally and compared before and after.

Before: 

<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/135186256/f5897210-2560-4110-b92b-85497be9023c">

After:

<img width="1279" alt="image"
src="https://github.com/bevyengine/bevy/assets/135186256/8d13a939-b1ce-4a49-a9da-0b1779c8cb6a">

Co-authored-by: mgi388 <>
2024-05-02 20:10:32 +00:00
..
animate_shader.rs Deprecate shapes in bevy_render::mesh::shape (#11773) 2024-02-08 18:01:34 +00:00
array_texture.rs Removed Into<AssedId<T>> for Handle<T> as mentioned in #12600 (#12655) 2024-03-22 20:26:12 +00:00
compute_shader_game_of_life.rs Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827) 2024-04-09 13:26:34 +00:00
custom_vertex_attribute.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
extended_material.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
fallback_image.rs Deprecate shapes in bevy_render::mesh::shape (#11773) 2024-02-08 18:01:34 +00:00
gpu_readback.rs Add gpu readback example (#12877) 2024-04-08 17:08:20 +00:00
post_processing.rs Refactor App and SubApp internals for better separation (#9202) 2024-03-31 03:16:10 +00:00
shader_defs.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
shader_instancing.rs Implement GPU frustum culling. (#12889) 2024-04-28 12:50:00 +00:00
shader_material.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
shader_material_2d.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
shader_material_glsl.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
shader_material_screenspace_texture.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
shader_prepass.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
texture_binding_array.rs Use BindGroupLayoutEntryBuilder in texture_binding_array example (#13169) 2024-05-02 20:10:32 +00:00