IceSentry

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Yeah, definitely not this PR. I'd much rather have it as-is and introduce a compute path later. We'll also want to reuse the depth pyramid once we have that.

Alright, CI didn't catch it, but I broke sprite rendering because it's not aware of the depth buffer. This will need a bit more work

Sprite rendering issue is now fixed

That can be handled by alpha mask, which I already have the code for. I just didn't want to bloat this PR.

The alpha mask PR needs this PR though. And this PR needs the clean up PR I linked at the top.

I'm waiting on #12982 to be merged before updating this PR more

Note to maintainers. I extracted the mesh view layouts change to it's own PR since those changes make sense outside of this PR. #13266 That PR should be merged first,...

@pcwalton since https://github.com/bevyengine/bevy/pull/13266 was merged this needs a merge. There shouldn't be conflicts, at least nothing complicated, but you'll be able to remove the `.view_layouts.get_view_layout` that you added in a...

I'm not sure the name of the example is correct. It's mostly showing how to use bevy_hierarchy in 2d. It's using mulitple entities, not just one.

@awwsmm > Why would you prefer input handling inside the system itself? Just for readability? > There are other examples already which use const generics. virtual_time, for example The main...