Vitaliy Sapronenko

Results 39 comments of Vitaliy Sapronenko

Also had to install systemd-devel for libudev dependency

You can make better image (I mean colors) if you play with key L (which switches animation of light direction) in bevy scene viewer, because darkness of wall is light...

I ensured that no KHR_texture_transform extension in this file. Blender plugin doesnt see it also. gltf crate inside bevy reads TEX_COORS without modifications (it's equal to coresponding buffer data from...

Got such view with #13153 change ![image](https://github.com/bevyengine/bevy/assets/17225606/9d1a0935-5656-43e0-b82c-3656892f8536)

That because [width is set](https://github.com/bevyengine/bevy/blob/22305acf660486554fe6276e580e65a910b9e2df/examples/games/game_menu.rs#L396), but height isn't. If you remove width from style, you'll see ![image](https://github.com/bevyengine/bevy/assets/17225606/d6aa2644-3ff7-4ffc-b5e5-c7e5c6c09fcc) big icons with correct proportions.

@mockersf I set height same as width and got ![image](https://github.com/bevyengine/bevy/assets/17225606/44da7d1d-dc18-4872-9474-658d04a887ea) correct result. Is this change good enough solution, or someone should dig deeper and figure out why taffy changed behaviour?

For `overflow_debug` same thing: height is set, but width isn't. If add `width: Val::Px(400.0),`, then result ![image](https://github.com/bevyengine/bevy/assets/17225606/a7258fa5-dca8-4121-a7ba-9fcbbdcd2093) looks correct

But if this solution gets approve, then I think we should add some notes to Migration guide, because such things could be in bevy users code

Or better add some check/warning in `bevy_ui::layout::convert::from_style(...) -> taffy::style::Style`

This workaround doesn't work if textures depend on different texCoords, for example #13086. Full correct solution includes change bevy_pbr to use (or abble to use) different ATTRIBUTE_UV_n for each texture....