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# Objective - Clean up our texture format handling. - Fix #23732 - Get us closer to #22563 - It makes no sense for views to talk about being hdr or not. They have a texture format, that's it. What does HDR shadows even mean lol - Same for compositing_space ## Solution - Remove ExtractedView::hdr - Add ExtractedView::texture_format - Move ExtractedView::compositing_space to ExtractedCamera::compositing_space - Add texture_format to a bunch of specialization keys instead of hdr bool - Convert VolumetricFogPipelineKey to not use flags and just use bool and texture format - Remove BevyDefault TextureFormat - Remove ViewTarget TEXTURE_FORMAT_HDR ## Testing - Pretty extensively test at this point This has a migration guide. --------- Co-authored-by: Willow Black <wmcblack@gmail.com> Co-authored-by: Máté Homolya <mate.homolya@gmail.com> Co-authored-by: Luo Zhihao <luo_zhihao@outlook.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
553 B
553 B
title, pull_requests
| title | pull_requests | |
|---|---|---|
| Camera TextureFormat rework |
|
ExtractedView::hdr has been moved to ExtractedCamera::hdr. Views do not have a notion
of HDR, that is a camera-specific property.
TextureFormat::bevy_default() and ViewTargets::TEXTURE_FORMAT_HDR are deprecated,
please source your texture format from ExtractedView::target_format instead, and
plumb it through your specialization keys.
Similarly, ViewTarget::is_hdr was removed. Use ExtractedCamera::hdr to check this, as it is a property of a camera not a view target.