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Support generating BindGroups directly from RenderResource trait impls #23
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superdump
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Jul 17, 2021
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne * cornell_box_pipelined: Remove bias tweaks * bevy_pbr2: Simplify shadow biases by moving them to linear depth
cart
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Jul 24, 2021
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne * cornell_box_pipelined: Remove bias tweaks * bevy_pbr2: Simplify shadow biases by moving them to linear depth
cart
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Jul 24, 2021
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne * cornell_box_pipelined: Remove bias tweaks * bevy_pbr2: Simplify shadow biases by moving them to linear depth
pcwalton
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Aug 30, 2021
Add a resource for registering interaction filters.
Closing as no longer applicable since the renderer rewrite. Maybe we want to generate binding shader code and there are efforts toward that but the RenderResource trait as it was is gone. |
atlv24
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Jan 19, 2024
Fix occlusion culling in orthographic views
tychedelia
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Nov 23, 2024
require span, bump version
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Currently
RenderResource
trait impls are used to populateRenderResourceAssignments
with[BindingName, RenderResource]
pairs. Pipeline bind group descriptors are then passed toRenderResourceAssignments
to generate the finalBindGroup
/RenderResourceSet
.This approach allows maximum flexibility: RenderResourceAssignments can be populated from any number of sources and those sources dont need to care about bind group layout.
The downside to this approach is that it is computationally heavy. Generating bind groups involves multiple loops / name hashes.
It makes sense to somehow allow developers to opt out of this if they dont need it. It should be possible to take a
RenderResources
impl and turn it directly into aBindGroup
/RenderResourceSet
without looking at string names at all.The text was updated successfully, but these errors were encountered: