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# Objective while testing wgpu/WebGL on mobile GPU I've noticed bevy always forces vertex index format to 32bit (and ignores mesh settings). ## Solution the solution is to pass proper vertex index format in GpuIndexInfo to render_pass |
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bevy_core_pipeline | ||
bevy_gltf2 | ||
bevy_pbr2 | ||
bevy_render2 | ||
bevy_sprite2 |