Patrick Walton
Patrick Walton
This updates `bevy_hanabi` to upstream Bevy commit 4bf647ff3b0ca7c8ca47496db9cfe03702328473. This shouldn't be merged yet, but I wanted to put it here in case it's useful to anyone.
This is a less ambitious version of #216 that should be ready to go. It changes `#[image(sampler = linear)]` and `#[image(sampler = nearest)]` to `#[image(sampler(filter = linear))]` and `#[image(sampler(filter =...
This patch adds the infrastructure necessary for Bevy to support *bindless resources*, by adding a new `#[bindless]` attribute to `AsBindGroup`. Classically, only a single texture (or sampler, or buffer) can...
This commit makes skinned meshes batchable on platforms other than WebGL 2. On supported platforms, it replaces the two uniform buffers used for joint matrices with a pair of storage...
This commit adds support for *multidraw*, which is a feature that allows multiple meshes to be drawn in a single drawcall. `wgpu` currently implements multidraw on Vulkan, so this feature...
This commit moves the front end of the rendering pipeline to a retained model when GPU preprocessing is in use (i.e. by default, except in constrained environments). `RenderMeshInstance` and `MeshUniformData`...
Hi, I'm not sure what the status of this project is, but it'd be really helpful if it could be adapted into tool that bakes lightmaps. There's no such thing...
This commit restores the functionality present in older versions of Hanabi that allows multiple effects to be packed into a single buffer. This is in preparation for reenabling batching. I...
Bevy 0.15 uses https://github.com/pcwalton/offset-allocator to pack vertices and indices from separate meshes into a small number of GPU buffers. This saves on wgpu overhead because it doesn't have to switch...
wgpu is slow at pipeline changes. We should try to group effects with the same pipeline ID together.