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PipelinedSpriteBundle is not rendered without a texture #3188

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@ManevilleF

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@ManevilleF

What problem does this solve or what need does it fill?

The classic SpriteBundle worked with only a ColorMaterial and did not require a sprite texture to be rendered.
The new bundle requires a Handle<Image> to be set.

What solution would you like?

Adding a default dummy square white texture like the classic SpriteBundle

@superdump said:

it probably should default to a 1x1 'dummy' white texture if no texture is present, and use a bit flag in the sprite uniform to indicate whether to sample the texture or not but i don't know if anyone implemented that yet

What alternative(s) have you considered?

There is not really a workaround, I just added a square texture

Additional context

I happened on this issue while attempting to migrate my bevy_life lib to the new renderer (merge request) and the examples did not work without having a custom texture in the assets folder.

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    A-RenderingDrawing game state to the screenC-UsabilityA targeted quality-of-life change that makes Bevy easier to use

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