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[Merged by Bors] - Wireframe Rendering Pipeline #562
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memoryruins
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C-Feature
A new feature, making something new possible
A-Rendering
Drawing game state to the screen
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Sep 24, 2020
Discord discussion of this issue. |
No longer blocked! |
will start working on this as soon as I get some time! |
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This PR implements wireframe rendering. Usage: This is now ready as soon as #1401 gets merged. Usage: ```rust app .insert_resource(WgpuOptions { name: Some("3d_scene"), features: WgpuFeatures::NON_FILL_POLYGON_MODE, ..Default::default() }) // To enable the NON_FILL_POLYGON_MODE feature .add_plugin(WireframePlugin) .run(); ``` Now we just need to add the Wireframe component on an entity, and it'll draw. its wireframe. We can also enable wireframe drawing globally by setting the global property in the `WireframeConfig` resource to `true`. Co-authored-by: Zhixing Zhang <me@neoto.xin>
Pull request successfully merged into main. Build succeeded: |
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Wireframe Rendering Pipeline
[Merged by Bors] - Wireframe Rendering Pipeline
Mar 4, 2021
This was referenced Mar 6, 2021
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Mar 9, 2021
#562 added a new Example, but forgot to also document it in the examples readme.
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Updates the wireframe rendering initialliy implemented in #562 to the new renderer. It lives in `bevy_pbr2` instead of `bevy_render2` because that way it can reuse the `MeshPipeline`.
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Labels
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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This PR implements wireframe rendering.
Usage:
This is now ready as soon as #1401 gets merged.
Usage:
Now we just need to add the Wireframe component on an entity, and it'll draw. its wireframe.
We can also enable wireframe drawing globally by setting the global property in the
WireframeConfig
resource totrue
.