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