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[Merged by Bors] - Sprite: allow using a sub-region (Rect) of the image #6014
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inodentry
added
C-Feature
A new feature, making something new possible
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
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Sep 18, 2022
mockersf
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Sep 18, 2022
StarArawn
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Sep 18, 2022
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This looks good to me!
alice-i-cecile
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the
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This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Sep 18, 2022
superdump
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bors r+
bors bot
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Sep 18, 2022
Very small change that improves the usability of `Sprite`. Before this PR, the only way to render a portion of an `Image` was to create a `TextureAtlas` and use `TextureAtlasSprite`/`SpriteSheetBundle`. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. Using `Sprite`/`SpriteBundle` always meant that the entire full image would be rendered. This PR adds an optional `rect` field to `Sprite`, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases. Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;) ## Changelog Added: - `rect` field on `Sprite`: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.
Pull request successfully merged into main. Build succeeded: |
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Sprite: allow using a sub-region (Rect) of the image
[Merged by Bors] - Sprite: allow using a sub-region (Rect) of the image
Sep 18, 2022
james7132
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to james7132/bevy
that referenced
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Oct 19, 2022
Very small change that improves the usability of `Sprite`. Before this PR, the only way to render a portion of an `Image` was to create a `TextureAtlas` and use `TextureAtlasSprite`/`SpriteSheetBundle`. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. Using `Sprite`/`SpriteBundle` always meant that the entire full image would be rendered. This PR adds an optional `rect` field to `Sprite`, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases. Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;) ## Changelog Added: - `rect` field on `Sprite`: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.
james7132
pushed a commit
to james7132/bevy
that referenced
this pull request
Oct 28, 2022
Very small change that improves the usability of `Sprite`. Before this PR, the only way to render a portion of an `Image` was to create a `TextureAtlas` and use `TextureAtlasSprite`/`SpriteSheetBundle`. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. Using `Sprite`/`SpriteBundle` always meant that the entire full image would be rendered. This PR adds an optional `rect` field to `Sprite`, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases. Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;) ## Changelog Added: - `rect` field on `Sprite`: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.
ItsDoot
pushed a commit
to ItsDoot/bevy
that referenced
this pull request
Feb 1, 2023
Very small change that improves the usability of `Sprite`. Before this PR, the only way to render a portion of an `Image` was to create a `TextureAtlas` and use `TextureAtlasSprite`/`SpriteSheetBundle`. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. Using `Sprite`/`SpriteBundle` always meant that the entire full image would be rendered. This PR adds an optional `rect` field to `Sprite`, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases. Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;) ## Changelog Added: - `rect` field on `Sprite`: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.
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Labels
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
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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Very small change that improves the usability of
Sprite
.Before this PR, the only way to render a portion of an
Image
was to create aTextureAtlas
and useTextureAtlasSprite
/SpriteSheetBundle
. This can be very annoying for one-off use cases, like if you just want to remove a border from an image, or something. UsingSprite
/SpriteBundle
always meant that the entire full image would be rendered.This PR adds an optional
rect
field toSprite
, allowing a sub-rectangle of the image to be rendered. This is similar to how texture atlases work, but does not require creating a texture atlas asset, making it much more convenient and efficient for quick one-off use cases.Given how trivial this change is, it really felt like missing functionality in Bevy's sprites API. ;)
Changelog
Added:
rect
field onSprite
: allows rendering a portion of the sprite's image; more convenient for one-off use cases, than creating a texture atlas.