Patrick Walton

Results 63 issues of Patrick Walton

# Objective Bevy's animation system currently does tree traversals based on `Name` that aren't necessary. Not only do they require in unsafe code because tree traversals are awkward with parallelism,...

C-Performance
C-Code-Quality
A-Animation
C-Breaking-Change

This makes it possible to use only portions of `pbr_input_from_standard_material`, which improves ergonomics of common use cases. A simple example is provided that applies a decal to a texture. Possible...

A-Rendering
C-Usability

It's perfectly legal for `source` to not be present. Typically, this will happen when an extension such as `KHR_texture_basisu` provides the actual source. The glTF spec § 5.29 states unambiguously...

Clearcoat is a separate material layer that represents a thin translucent layer of a material. Examples include (from the [Filament spec]) car paint, soda cans, and lacquered wood. This commit...

C-Enhancement
A-Rendering

This commit expands Bevy's existing tonemapping feature to a complete set of filmic color grading tools, matching those of engines like Unity, Unreal, and Godot. The following features are supported:...

C-Enhancement
A-Rendering

This commit implements the [depth of field] effect, simulating the blur of objects out of focus of the virtual lens. Either the [hexagonal bokeh] effect or a faster Gaussian blur...

C-Enhancement
A-Rendering
C-Needs-Release-Note

`EncasedBufferVec` is like `BufferVec`, but it doesn't require that the type be `Pod`. Alternately, it's like `StorageBuffer`, except it doesn't allow CPU access to the data after it's been pushed....

A-Rendering
C-Performance
C-Breaking-Change
C-Needs-Release-Note

This commit implements *screen-space reflections* (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. Numerous variations and refinements to...

C-Enhancement
A-Rendering

Implement visibility ranges, also known as hierarchical levels of detail (HLODs). This commit introduces a new component, `VisibilityRange`, which allows developers to specify camera distances in which meshes are to...

C-Enhancement
A-Rendering

This commit implements a more physically-accurate, but slower, form of fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog* allows for light beams from directional lights to shine through,...

C-Enhancement
A-Rendering
S-Ready-For-Final-Review
C-Needs-Release-Note