bevy/pipelined
davier 25b62f9577 Port bevy_ui to pipelined-rendering (#2653)
# Objective

Port bevy_ui to pipelined-rendering (see #2535 )

## Solution

I did some changes during the port:
- [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406))
- [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching)

Remaining features to implement to reach parity with the old renderer:
- [x] textures
- [X] TextBundle

I'd also like to add these features, but they need some design discussion:
- [x] batching
- [ ] separate opaque and transparent phases
- [ ] multiple windows
- [ ] texture atlases
- [ ] (maybe) clipping
2021-12-10 22:21:23 +00:00
..
bevy_core_pipeline Port bevy_ui to pipelined-rendering (#2653) 2021-12-10 22:21:23 +00:00
bevy_gltf2 Fix clippy lints for 1.57 (#3238) 2021-12-02 23:40:37 +00:00
bevy_pbr2 update wireframe rendering to new renderer (#3193) 2021-12-10 21:09:36 +00:00
bevy_render2 Port bevy_ui to pipelined-rendering (#2653) 2021-12-10 22:21:23 +00:00
bevy_sprite2 Port bevy_ui to pipelined-rendering (#2653) 2021-12-10 22:21:23 +00:00
bevy_text2 Port bevy_ui to pipelined-rendering (#2653) 2021-12-10 22:21:23 +00:00
bevy_ui2 Port bevy_ui to pipelined-rendering (#2653) 2021-12-10 22:21:23 +00:00