update bevy 0.11 - fix compile errors
This commit is contained in:
@@ -19,7 +19,6 @@ use bevy::render::MainWorld;
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*/
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use bevy::{
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asset::{Assets, HandleUntyped},
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pbr::{NotShadowCaster, NotShadowReceiver},
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prelude::*,
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reflect::TypeUuid,
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render::{
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@@ -27,8 +26,10 @@ use bevy::{
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render_phase::AddRenderCommand,
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render_resource::PrimitiveTopology,
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render_resource::Shader,
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RenderSet,
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},
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};
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use bevy_pbr::{NotShadowCaster, NotShadowReceiver};
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mod render_dim;
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@@ -38,8 +39,8 @@ mod render_dim;
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#[cfg(feature = "dim3")]
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mod dim {
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pub(crate) use super::render_dim::r3d::{queue, DebugLinePipeline, DrawDebugLines};
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pub(crate) use bevy::core_pipeline::core_3d::Opaque3d as Phase;
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use bevy::{asset::Handle, render::mesh::Mesh};
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pub(crate) use bevy_core_pipeline::core_3d::Opaque3d as Phase;
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pub(crate) type MeshHandle = Handle<Mesh>;
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pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> {
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@@ -54,8 +55,9 @@ mod dim {
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#[cfg(feature = "dim2")]
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mod dim {
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pub(crate) use super::render_dim::r2d::{queue, DebugLinePipeline, DrawDebugLines};
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pub(crate) use bevy::core_pipeline::core_2d::Transparent2d as Phase;
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use bevy::{asset::Handle, render::mesh::Mesh, sprite::Mesh2dHandle};
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use bevy::{asset::Handle, render::mesh::Mesh};
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pub(crate) use bevy_core_pipeline::core_2d::Transparent2d as Phase;
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use bevy_sprite::Mesh2dHandle;
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pub(crate) type MeshHandle = Mesh2dHandle;
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pub(crate) fn from_handle(from: &MeshHandle) -> &Handle<Mesh> {
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@@ -120,27 +122,33 @@ impl DebugLinesPlugin {
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Self { depth_test: val }
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}
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}
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use bevy::render::render_phase::DrawFunctions;
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use bevy::render::Render;
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impl Plugin for DebugLinesPlugin {
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fn build(&self, app: &mut App) {
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use bevy::render::{render_resource::SpecializedMeshPipelines, RenderApp, RenderStage};
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use bevy::render::{render_resource::SpecializedMeshPipelines, RenderApp};
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let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
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shaders.set_untracked(
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DEBUG_LINES_SHADER_HANDLE,
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Shader::from_wgsl(dim::SHADER_FILE),
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Shader::from_wgsl(dim::SHADER_FILE, file!()),
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);
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app.init_resource::<DebugLines>();
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app.add_startup_system(setup)
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.add_system_to_stage(CoreStage::PostUpdate, update.label("draw_lines"));
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app.init_resource::<DrawFunctions<dim::Phase>>();
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app.add_systems(Startup, setup)
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.add_systems(PostUpdate, update);
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app.sub_app_mut(RenderApp)
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.init_resource::<DrawFunctions<dim::Phase>>()
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.add_render_command::<dim::Phase, dim::DrawDebugLines>()
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.insert_resource(DebugLinesConfig {
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depth_test: self.depth_test,
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})
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.init_resource::<dim::DebugLinePipeline>()
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.init_resource::<SpecializedMeshPipelines<dim::DebugLinePipeline>>()
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.add_system_to_stage(RenderStage::Extract, extract)
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.add_system_to_stage(RenderStage::Queue, dim::queue);
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.add_systems(Render, extract.in_set(RenderSet::ExtractCommands))
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.add_systems(Render, dim::queue.in_set(RenderSet::Queue));
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info!("Loaded {} debug lines plugin.", dim::DIMMENSION);
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}
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@@ -176,7 +184,7 @@ fn setup(mut cmds: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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// https://github.com/Toqozz/bevy_debug_lines/issues/16
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//mesh.set_indices(Some(Indices::U16(Vec::with_capacity(MAX_POINTS_PER_MESH))));
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cmds.spawn_bundle((
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cmds.spawn((
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dim::into_handle(meshes.add(mesh)),
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NotShadowCaster,
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NotShadowReceiver,
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@@ -1,10 +1,11 @@
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pub mod r3d {
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use bevy_core_pipeline::core_3d::Opaque3d;
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use bevy_pbr::{
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DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
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SetMeshViewBindGroup,
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};
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use bevy::{
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core_pipeline::core_3d::Opaque3d,
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pbr::{
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DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
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SetMeshViewBindGroup,
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},
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prelude::*,
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render::{
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mesh::MeshVertexBufferLayout,
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@@ -54,9 +55,9 @@ pub mod r3d {
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//use VertexFormat::{Float32x3, Float32x4};
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let mut shader_defs = Vec::new();
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shader_defs.push("LINES_3D".to_string());
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shader_defs.push("LINES_3D".to_string().into());
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if depth_test {
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shader_defs.push("DEPTH_TEST_ENABLED".to_string());
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shader_defs.push("DEPTH_TEST_ENABLED".to_string().into());
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}
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let vertex_buffer_layout = layout.get_layout(&[
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@@ -64,7 +65,7 @@ pub mod r3d {
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Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
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])?;
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let (label, blend, depth_write_enabled);
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if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) {
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if key.contains(MeshPipelineKey::BLEND_ALPHA) {
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label = "transparent_mesh_pipeline".into();
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blend = Some(BlendState::ALPHA_BLENDING);
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// For the transparent pass, fragments that are closer will be alpha
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@@ -96,7 +97,7 @@ pub mod r3d {
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write_mask: ColorWrites::ALL,
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})],
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}),
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layout: Some(vec![self.mesh_pipeline.view_layout.clone()]),
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layout: vec![self.mesh_pipeline.view_layout.clone()],
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primitive: PrimitiveState {
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front_face: FrontFace::Ccw,
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cull_mode: None,
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@@ -128,6 +129,7 @@ pub mod r3d {
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alpha_to_coverage_enabled: false,
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},
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label: Some(label),
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push_constant_ranges: vec![],
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})
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}
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}
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@@ -147,7 +149,7 @@ pub mod r3d {
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.read()
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.get_id::<DrawDebugLines>()
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.unwrap();
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let key = MeshPipelineKey::from_msaa_samples(msaa.samples);
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let key = MeshPipelineKey::from_msaa_samples(msaa.samples());
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for (view, mut transparent_phase) in views.iter_mut() {
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let view_matrix = view.transform.compute_matrix();
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let view_row_2 = view_matrix.row(2);
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@@ -183,7 +185,6 @@ pub mod r3d {
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pub mod r2d {
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use bevy::{
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asset::Handle,
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core_pipeline::core_2d::Transparent2d,
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prelude::*,
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render::{
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mesh::MeshVertexBufferLayout,
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@@ -200,12 +201,13 @@ pub mod r2d {
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texture::BevyDefault,
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view::{Msaa, VisibleEntities},
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},
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sprite::{
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DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform,
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SetMesh2dBindGroup, SetMesh2dViewBindGroup,
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},
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utils::FloatOrd,
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};
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use bevy_core_pipeline::core_2d::Transparent2d;
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use bevy_sprite::{
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DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform,
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SetMesh2dBindGroup, SetMesh2dViewBindGroup,
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};
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use crate::lines::{RenderDebugLinesMesh, DEBUG_LINES_SHADER_HANDLE};
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@@ -264,7 +266,7 @@ pub mod r2d {
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write_mask: ColorWrites::ALL,
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})],
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}),
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layout: Some(vec![self.mesh_pipeline.view_layout.clone()]),
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layout: vec![self.mesh_pipeline.view_layout.clone()],
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primitive: PrimitiveState {
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front_face: FrontFace::Ccw,
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cull_mode: None,
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@@ -281,6 +283,7 @@ pub mod r2d {
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alpha_to_coverage_enabled: false,
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},
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label: None,
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push_constant_ranges: vec![],
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})
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}
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}
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@@ -297,7 +300,7 @@ pub mod r2d {
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) {
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for (view, mut phase) in views.iter_mut() {
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let draw_mesh2d = draw2d_functions.read().get_id::<DrawDebugLines>().unwrap();
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let msaa_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples);
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let msaa_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples());
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for visible_entity in &view.entities {
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if let Ok((uniform, mesh_handle)) = material_meshes.get(*visible_entity) {
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