mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +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.
1.5 KiB
1.5 KiB
B0002
To keep Rust rules on references (either one mutable reference or any number of immutable references) on a resource, it is not possible to have more than one resource of a kind if one is mutable in the same system. This can happen between Res<T>
and ResMut<T>
for the same T
, or between NonSend<T>
and NonSendMut<T>
for the same T
.
Erroneous code example:
use bevy::prelude::*;
fn update_materials(
mut material_updater: ResMut<Assets<StandardMaterial>>,
current_materials: Res<Assets<StandardMaterial>>,
) {
// ...
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_system(update_materials)
.run();
}
This will panic, as it's not possible to have both a mutable and an immutable resource on State
at the same time.
As a mutable resource already provide access to the current resource value, you can remove the immutable resource.
use bevy::prelude::*;
fn update_materials(
mut material_updater: ResMut<Assets<StandardMaterial>>,
) {
// ...
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_system(update_materials)
.run();
}