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# Objective Fixes #6920 ## Solution From the issue discussion: > From looking at the `AsBindGroup` derive macro implementation, the fallback image's `TextureView` is used when the binding's `Option<Handle<Image>>` is `None`. Because this relies on already having a view that matches the desired binding dimensions, I think the solution will require creating a separate `GpuImage` for each possible `TextureViewDimension`. --- ## Changelog Users can now rely on `FallbackImage` to work with a texture binding of any dimension. |
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animate_shader.wgsl | ||
array_texture.wgsl | ||
cubemap_unlit.wgsl | ||
custom_gltf_2d.wgsl | ||
custom_material.frag | ||
custom_material.vert | ||
custom_material.wgsl | ||
custom_material_screenspace_texture.wgsl | ||
custom_vertex_attribute.wgsl | ||
fallback_image_test.wgsl | ||
game_of_life.wgsl | ||
instancing.wgsl | ||
line_material.wgsl | ||
post_processing.wgsl | ||
shader_defs.wgsl | ||
show_prepass.wgsl | ||
texture_binding_array.wgsl | ||
tonemapping_test_patterns.wgsl |