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# Objective Fixes https://github.com/bevyengine/bevy/issues/9077 (see this issue for motivations) ## Solution Implement 1 and 2 of the "How to fix it" section of https://github.com/bevyengine/bevy/issues/9077 `update_directional_light_cascades` is split into `clear_directional_light_cascades` and a generic `build_directional_light_cascades`, to clear once and potentially insert many times. --- ## Changelog `DirectionalLight`'s computation is now generic over `CameraProjection` and can work with custom camera projections. ## Migration Guide If you have a component `MyCustomProjection` that implements `CameraProjection`: - You need to implement a new required associated method, `get_frustum_corners`, returning an array of the corners of a subset of the frustum with given `z_near` and `z_far`, in local camera space. - You can now add the `build_directional_light_cascades::<MyCustomProjection>` system in `SimulationLightSystems::UpdateDirectionalLightCascades` after `clear_directional_light_cascades` for your projection to work with directional lights. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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