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The new "shader stage reflection" currently requires a hack to enable automatic PassNode camera binding #264

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cart opened this issue Aug 20, 2020 · 0 comments
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A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible C-Usability A targeted quality-of-life change that makes Bevy easier to use

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cart commented Aug 20, 2020

The main issue here is that there are now multiple wgpu "bindings" for cameras because they might be VERTEX | FRAGMENT, just VERTEX, or just FRAGMENT.

This problem will likely pop up in other places too. We need to establish a pattern / method for this use case. The current approach relies on creating bindings ahead of time, before we know the stages a binding will be used in.

@cart cart added the C-Feature A new feature, making something new possible label Aug 20, 2020
@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use labels Feb 17, 2021
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Labels
A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible C-Usability A targeted quality-of-life change that makes Bevy easier to use
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