-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Merged by Bors] - Replace old renderer with new renderer #3312
Conversation
What bits I've seen look good, but this is effectively unreviewable due to limitations in Github's tooling. Fortunately, it's already mostly been reviewed! IMO we should merge this ASAP and open issues for any problems with the new examples and for the missing features listed above. |
Could this be split into one commit removing the old renderer and another to rename the new renderer crates? This would improve the results of |
Hmm I'm torn on this one. In some cases (ex: bevy_text, bevy_ui, bevy_sprite, bevy_pbr), theres enough overlap that it might be worth treating this as an iterative change rather than a wholesale replacement. That should make it easier to identify + attribute the original authors of a line of code. Even |
Finally got CI to run the examples properly, but it now takes a very long time. Curious to see what aspect of the new renderer is causing the slowness (maybe the extra complexity from shadows?). We might want to revisit how / when we run them if the extra CI time persists. |
bors r+ |
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
This makes the New Bevy Renderer the default (and only) renderer. The new renderer isn't quite ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
shader
folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: Add vertex buffer layout toMesh
#3120 and "high level shader material plugins" are the big ones. This is a temporary measure.