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🧪 Reduce dependency of mesh view on the resources that are bound to it #18743
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Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
it shouldn't have changed rendering, but it might have caused compilation of the pipeline to take longer ran |
build_ssao_fallback_image.run_if(not(resource_exists::< | ||
ScreenSpaceAmbientOcclusionFallbackImage, | ||
>)), | ||
) |
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Made this like this because i couldn't get taking a SystemParam
out of World
to work, either can someone teach me how to do this or could we get Startup
schedule on the render app?
Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
Your PR caused a change in the graphical output of an example or rendering test. This might be intentional, but it could also mean that something broke! If it's expected, please add the M-Deliberate-Rendering-Change label. If this change seems unrelated to your PR, you can consider updating your PR to target the latest main branch, either by rebasing or merging main into it. |
You can check the CI logs for errors: https://github.com/bevyengine/bevy/actions/runs/14309384053/job/40100472837?pr=18743
CI is running on macOS, and decals don't work on macOS. |
added a task on the post to remember that |
Check if decals is available Allow locking of `MeshViewBindGroupsSources`
Objective
Reduce dependency of mesh view on the resources that are bound to it
Solution
Create a method for injecting view resources into the mesh view bind groups
Testing
Not enough
TODO