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5 files changed +1
-6
lines changed Original file line number Diff line number Diff line change @@ -217,7 +217,6 @@ pub struct ShadowPipeline {
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// TODO: this pattern for initializing the shaders / pipeline isn't ideal. this should be handled by the asset system
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impl FromWorld for ShadowPipeline {
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fn from_world ( world : & mut World ) -> Self {
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- let world = world. cell ( ) ;
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let render_device = world. resource :: < RenderDevice > ( ) ;
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let view_layout = render_device. create_bind_group_layout ( & BindGroupLayoutDescriptor {
Original file line number Diff line number Diff line change @@ -38,7 +38,6 @@ pub struct SpritePipeline {
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impl FromWorld for SpritePipeline {
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fn from_world ( world : & mut World ) -> Self {
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- let world = world. cell ( ) ;
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let render_device = world. resource :: < RenderDevice > ( ) ;
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let view_layout = render_device. create_bind_group_layout ( & BindGroupLayoutDescriptor {
Original file line number Diff line number Diff line change @@ -10,7 +10,6 @@ pub struct UiPipeline {
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impl FromWorld for UiPipeline {
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fn from_world ( world : & mut World ) -> Self {
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- let world = world. cell ( ) ;
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let render_device = world. resource :: < RenderDevice > ( ) ;
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let view_layout = render_device. create_bind_group_layout ( & BindGroupLayoutDescriptor {
Original file line number Diff line number Diff line change @@ -189,11 +189,10 @@ pub struct CustomPipeline {
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impl FromWorld for CustomPipeline {
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fn from_world ( world : & mut World ) -> Self {
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- let world = world. cell ( ) ;
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let asset_server = world. resource :: < AssetServer > ( ) ;
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let shader = asset_server. load ( "shaders/animate_shader.wgsl" ) ;
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- let render_device = world. resource_mut :: < RenderDevice > ( ) ;
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+ let render_device = world. resource :: < RenderDevice > ( ) ;
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let time_bind_group_layout =
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render_device. create_bind_group_layout ( & BindGroupLayoutDescriptor {
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label : Some ( "time bind group" ) ,
Original file line number Diff line number Diff line change @@ -168,7 +168,6 @@ pub struct CustomPipeline {
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impl FromWorld for CustomPipeline {
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fn from_world ( world : & mut World ) -> Self {
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- let world = world. cell ( ) ;
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let asset_server = world. resource :: < AssetServer > ( ) ;
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asset_server. watch_for_changes ( ) . unwrap ( ) ;
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let shader = asset_server. load ( "shaders/instancing.wgsl" ) ;
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