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[Merged by Bors] - Add Visibility component to UI #3426

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@Davier Davier commented 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.

@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Dec 23, 2021
@cart cart added A-Rendering Drawing game state to the screen A-UI Graphical user interfaces, styles, layouts, and widgets and removed S-Needs-Triage This issue needs to be labelled labels Dec 23, 2021
@cart cart added this to the Bevy 0.6 milestone Dec 23, 2021
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cart commented Dec 23, 2021

bors r+

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.
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bors bot commented Dec 23, 2021

Build failed:

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cart commented Dec 23, 2021

bors r+

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.
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bors bot commented Dec 23, 2021

Build failed:

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bors r+

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.
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bors bot commented Dec 23, 2021

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.
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bors bot commented Dec 23, 2021

Build failed:

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cart commented Dec 23, 2021

bors r+

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.
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bors bot commented Dec 23, 2021

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.
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bors bot commented Dec 23, 2021

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.
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bors bot commented Dec 23, 2021

Build failed:

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cart commented Dec 24, 2021

bors r+

bors bot pushed a commit that referenced this pull request 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.
@bors bors bot changed the title Add Visibility component to UI [Merged by Bors] - Add Visibility component to UI Dec 24, 2021
@bors bors bot closed this Dec 24, 2021
@Davier Davier deleted the ui_visibility branch December 24, 2021 08:37
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No more way to toggle text visibility with bevy main
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