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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with Bevy
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What problem does this solve or what need does it fill?
Upcoming render features want to optionally insert rendering logic in between the opaque/alpha/transparent phases.
What solution would you like?
Split MainPass3dNode into two separate nodes: opaque + alpha, and transparent.
Alternatives
Add user defined callbacks that run in between the passes, to keep everything in the same node, and reuse render passes.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with Bevy