Use a custom phase instead of the main_opaque_3d phase. #1
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I wasn't sure if it was possible to get vertex pulling working with bevy's 0.13's
Opaque3d
pass, so I just re-implements bevy's old (0.12)Opaque3d
phase as a custom render pass (calledAabbOpaque3d
) that's ordered before bevy's newOpaque3d
pass. Performance wise I'd expect this to be very slightly slower since it's running 1 additional pass, and there'll be some overdraw over the AABBs if you're mixing regular bevy draws with AABBs (though since the AABB pass is before theOpaque3d
you'll avoid overdraw where anOpaque3d
objects is behind an AABB object).I also fixed the bloom example.
edit: The bloom example may need its values cranked up or exposure change, I haven't compared it to what it looked like previously but bevy's lighting tends to require much higher values in 0.13.