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# Objective - Use the `Material` abstraction for the Wireframes - Right now this doesn't have many benefits other than simplifying some of the rendering code - We can reuse the default vertex shader and avoid rendering inconsistencies - The goal is to have a material with a color on each mesh so this approach will make it easier to implement - Originally done in https://github.com/bevyengine/bevy/pull/5303 but I decided to split the Material part to it's own PR and then adding per-entity colors and globally configurable colors will be a much simpler diff. ## Solution - Use the new `Material` abstraction for the Wireframes ## Notes It's possible this isn't ideal since this adds a `Handle<WireframeMaterial>` to all the meshes compared to the original approach that didn't need anything. I didn't notice any performance impact on my machine. This might be a surprising usage of `Material` at first, because intuitively you only have one material per mesh, but the way it's implemented you can have as many different types of materials as you want on a mesh. ## Migration Guide `WireframePipeline` was removed. If you were using it directly, please create an issue explaining your use case. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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.. | ||
3d_gizmos.rs | ||
3d_scene.rs | ||
3d_shapes.rs | ||
3d_viewport_to_world.rs | ||
anti_aliasing.rs | ||
atmospheric_fog.rs | ||
blend_modes.rs | ||
bloom_3d.rs | ||
fog.rs | ||
generate_custom_mesh.rs | ||
lighting.rs | ||
lines.rs | ||
load_gltf.rs | ||
orthographic.rs | ||
parallax_mapping.rs | ||
parenting.rs | ||
pbr.rs | ||
render_to_texture.rs | ||
shadow_biases.rs | ||
shadow_caster_receiver.rs | ||
skybox.rs | ||
spherical_area_lights.rs | ||
split_screen.rs | ||
spotlight.rs | ||
ssao.rs | ||
texture.rs | ||
tonemapping.rs | ||
transparency_3d.rs | ||
two_passes.rs | ||
update_gltf_scene.rs | ||
vertex_colors.rs | ||
wireframe.rs |