Module bevy_internal::render::prelude
source · Structs
- The defining
Component
for camera entities, storing information about how and what to render through this camera. - A
Resource
that stores the color that is used to clear the screen between frames. - Schedule which extract data from the main world and inserts it into the render world.
- Adds the
Image
as an asset and makes sure that they are extracted and prepared for the GPU. - Whether or not an entity is visible in the hierarchy. This will not be accurate until
VisibilityPropagate
runs in thePostUpdate
schedule. - A 3D object made out of vertices representing triangles, lines, or points, with “attribute” values for each vertex.
- Controls the morph targets for all child
Handle<Mesh>
entities. In most cases,MorphWeights
should be considered the “source of truth” when writing morph targets for meshes. However you can choose to write childMeshMorphWeights
if your situation requires more granularity. Just note that if you setMorphWeights
, it will overwrite childMeshMorphWeights
values. - Project a 3D space onto a 2D surface using parallel lines, i.e., unlike
PerspectiveProjection
, the size of objects remains the same regardless of their distance to the camera. - A 3D camera projection in which distant objects appear smaller than close objects.
- A shader, as defined by its
ShaderSource
andShaderStage
This is an “unprocessed” shader. It can contain preprocessor directives. - A
Bundle
that allows the correct positional rendering of an entity. - Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
- A
Bundle
of theVisibility
,InheritedVisibility
, andViewVisibility
Component
s, which describe the visibility of an entity.
Enums
- For a camera, specifies the color used to clear the viewport before rendering.
- Configuration resource for Multi-Sample Anti-Aliasing.
- A configurable
CameraProjection
that can select its projection type at runtime. - User indication of whether an entity is visible. Propagates down the entity hierarchy.
Traits
- A trait for shapes that can be turned into a
Mesh
.