-
-
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] - Sprite: allow using a sub-region (Rect) of the image #6014
Closed
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
inodentry
added
C-Feature
A new feature, making something new possible
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
labels
Sep 18, 2022
mockersf
approved these changes
Sep 18, 2022
StarArawn
approved these changes
Sep 18, 2022
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This looks good to me!
alice-i-cecile
added
the
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
label
Sep 18, 2022
superdump
approved these changes
Sep 18, 2022
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
bors r+
bors bot
pushed a commit
that referenced
this pull request
Sep 18, 2022
Very small change that improves the usability of `Sprite`. Before this PR, the only way to render a portion of an `Image` was to create a `TextureAtlas` and use `TextureAtlasSprite`/`SpriteSheetBundle`. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. Using `Sprite`/`SpriteBundle` always meant that the entire full image would be rendered. This PR adds an optional `rect` field to `Sprite`, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases. Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;) ## Changelog Added: - `rect` field on `Sprite`: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.
Pull request successfully merged into main. Build succeeded: |
bors
bot
changed the title
Sprite: allow using a sub-region (Rect) of the image
[Merged by Bors] - Sprite: allow using a sub-region (Rect) of the image
Sep 18, 2022
james7132
pushed a commit
to james7132/bevy
that referenced
this pull request
Oct 19, 2022
Very small change that improves the usability of `Sprite`. Before this PR, the only way to render a portion of an `Image` was to create a `TextureAtlas` and use `TextureAtlasSprite`/`SpriteSheetBundle`. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. Using `Sprite`/`SpriteBundle` always meant that the entire full image would be rendered. This PR adds an optional `rect` field to `Sprite`, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases. Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;) ## Changelog Added: - `rect` field on `Sprite`: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.
james7132
pushed a commit
to james7132/bevy
that referenced
this pull request
Oct 28, 2022
Very small change that improves the usability of `Sprite`. Before this PR, the only way to render a portion of an `Image` was to create a `TextureAtlas` and use `TextureAtlasSprite`/`SpriteSheetBundle`. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. Using `Sprite`/`SpriteBundle` always meant that the entire full image would be rendered. This PR adds an optional `rect` field to `Sprite`, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases. Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;) ## Changelog Added: - `rect` field on `Sprite`: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.
ItsDoot
pushed a commit
to ItsDoot/bevy
that referenced
this pull request
Feb 1, 2023
Very small change that improves the usability of `Sprite`. Before this PR, the only way to render a portion of an `Image` was to create a `TextureAtlas` and use `TextureAtlasSprite`/`SpriteSheetBundle`. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. Using `Sprite`/`SpriteBundle` always meant that the entire full image would be rendered. This PR adds an optional `rect` field to `Sprite`, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases. Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;) ## Changelog Added: - `rect` field on `Sprite`: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
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
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Very small change that improves the usability of
Sprite
.Before this PR, the only way to render a portion of an
Image
was to create aTextureAtlas
and useTextureAtlasSprite
/SpriteSheetBundle
. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. UsingSprite
/SpriteBundle
always meant that the entire full image would be rendered.This PR adds an optional
rect
field toSprite
, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases.Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;)
Changelog
Added:
rect
field onSprite
: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.