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A-RenderingDrawing game state to the screenDrawing game state to the screenC-ExamplesAn addition or correction to our examplesAn addition or correction to our examplesD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with Bevy
Description
Bevy version
main, after #12163
What went wrong
So we've got a few different greens now.
pub const GREEN: LegacyColor = LegacyColor::rgb(0.0, 1.0, 0.0);
// palettes::basic
pub const GREEN: Srgba = Srgba::new(0.0, 0.5, 0.0, 1.0);
// palettes::css
// (but `basic` is re-exported in `css`, which possibly overrides this?)
// note: I think that this difference is probably large enough to cause very slight "real" differences
// depending on what sort of conversions or rounding it goes through.
pub const GREEN: Srgba = Srgba::new(0.0, 0.502, 0.0, 1.0);
// LinearRgba
pub const GREEN: Self = Self {
red: 0.0,
green: 1.0,
blue: 0.0,
alpha: 1.0,
};And this is causing some problems in various examples that previously used the full-green LegacyColor::GREEN.
The most obvious to me is bounding_2d example where the ray intersection is drawn in green, which is much harder to see now.
We should:
- look at our usages of
GREENthroughout examples and see if those should beLIME. - remove
GREENfrom thecsspalette.
Note: LIME is "full green" according to the css specs, and LIMEGREEN is a separate color that is inbetween LIME and GREEN.
Examples don't need to be identical to how they looked previous to the big migration, but if a very bright green was intended and now it is very dark we may want to fix that.
https://thebevyflock.github.io/bevy-example-runner/ will be handy for tracking these down.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-ExamplesAn addition or correction to our examplesAn addition or correction to our examplesD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with Bevy