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# Objective
- Fixes#21253, see that issue
for details
- The `MeshPlugin` that was *wrongly* used per that issue is now
`MeshRenderAssetPlugin`, given that it deals with `RenderAsset`s.
- Note that we cannot name it `MeshRenderPlugin`, as [that name is also
already
taken](https://dev-docs.bevy.org/bevy/pbr/struct.MeshRenderPlugin.html)
- We now have `MeshPlugin`, `MeshRenderPlugin`, `MeshRenderAssetPlugin`,
and `Mesh2dRenderPlugin`, ALL of which are in different crates :bavy:
:bavy: :bavy:
- Since this is an implementation detail, I think we could also make it
`pub(crate)`. I verified that that compiles fine. But I'll leave that
decision for someone who knows the rendering architecture better.
- Also fixed a subtle mistake in asset initialization I spotted while on
it, as the proper `MeshPlugin` forgets to initialize skinned mesh bind
poses.
- Funnily enough, the CI caught this, as before this change our own glTF
tests accidentally used the *wrong* `MeshPlugin` lol
- Fixes wrong documentation on the rendering plugin
- No need for a migration guide, this is already documented in
https://github.com/bevyengine/bevy/blob/release-0.17.0/release-content/migration-guides/bevy_render_reorganization.md
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