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[Merged by Bors] - Add Visibility component to UI #3426
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cart
added
A-Rendering
Drawing game state to the screen
A-UI
Graphical user interfaces, styles, layouts, and widgets
and removed
S-Needs-Triage
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Dec 23, 2021
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# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
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# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
Build failed: |
bors r+ |
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Dec 23, 2021
# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
Build failed (retrying...): |
bors bot
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Dec 23, 2021
# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
Build failed: |
bors r+ |
bors bot
pushed a commit
that referenced
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Dec 23, 2021
# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
Build failed (retrying...): |
bors bot
pushed a commit
that referenced
this pull request
Dec 23, 2021
# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
Build failed (retrying...): |
bors bot
pushed a commit
that referenced
this pull request
Dec 23, 2021
# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
Build failed: |
bors r+ |
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Dec 24, 2021
# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
Pull request successfully merged into main. Build succeeded: |
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Add Visibility component to UI
[Merged by Bors] - Add Visibility component to UI
Dec 24, 2021
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Labels
A-Rendering
Drawing game state to the screen
A-UI
Graphical user interfaces, styles, layouts, and widgets
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Objective
Fixes #3422
Solution
Adds the existing
Visibility
component to UI bundles and checks for it in the extract phase of the render app.The
ComputedVisibility
component was not added. I don't think the UI camera needs frustum culling, but havingRenderLayers
work may be desirable. However I think we would need to changecheck_visibility()
to differentiate between 2d, 3d and UI entities.