bevy/crates/bevy_ui/src/render
s-puig ba09f35474
Fix UI texture atlas with offset (#13620)
# Objective

- Fixes #11219 

## Solution

- Scaling calculations use texture dimensions instead of layout
dimensions.

## Testing

- Did you test these changes? If so, how?

All UI examples look fine.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

Example in #11219

## Migration Guide

```diff
let ui_node = ExtractedUiNode {
                    stack_index,
                    transform,
                    color,
                    rect,
                    image,
-                   atlas_size: Some(atlas_size * scale_factor),      
+                   atlas_scaling: Some(Vec2::splat(scale_factor)),
                    clip,
                    flip_x,
                    flip_y,
                    camera_entity,
                    border,
                    border_radius,
                    node_type,
                },
```

```diff
let computed_slices = ComputedTextureSlices {
    slices,
-    image_size,
}
```
2024-07-30 15:31:58 +00:00
..
mod.rs Fix UI texture atlas with offset (#13620) 2024-07-30 15:31:58 +00:00
pipeline.rs Add border radius to UI nodes (adopted) (#12500) 2024-03-19 22:44:00 +00:00
render_pass.rs Don't ignore draw errors (#13240) 2024-07-22 19:22:30 +00:00
ui.wgsl Fix a few "repeated word" typos (#13955) 2024-06-20 21:35:20 +00:00
ui_material.wgsl Normalise matrix naming (#13489) 2024-06-03 16:56:53 +00:00
ui_material_pipeline.rs Don't ignore draw errors (#13240) 2024-07-22 19:22:30 +00:00
ui_vertex_output.wgsl Include UI node size in the vertex inputs for UiMaterial. (#11722) 2024-02-06 16:15:09 +00:00