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[Merged by Bors] - Wireframe Rendering Pipeline #562

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@Neo-Zhixing Neo-Zhixing commented Sep 24, 2020

This PR implements wireframe rendering.

Usage:

This is now ready as soon as #1401 gets merged.

Usage:

    app
        .insert_resource(WgpuOptions {
            name: Some("3d_scene"),
            features: WgpuFeatures::NON_FILL_POLYGON_MODE,
            ..Default::default()
        }) // To enable the NON_FILL_POLYGON_MODE feature
        .add_plugin(WireframePlugin)
        .run();

Now we just need to add the Wireframe component on an entity, and it'll draw. its wireframe.

We can also enable wireframe drawing globally by setting the global property in the WireframeConfig resource to true.

@memoryruins memoryruins added C-Enhancement A new feature A-Rendering Drawing game state to the screen labels Sep 24, 2020
@alice-i-cecile
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[T]his is currently blocked by wgpu 0.7 release

Discord discussion of this issue.

@bonsairobo
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No longer blocked!

@Neo-Zhixing
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No longer blocked!

will start working on this as soon as I get some time!

@Neo-Zhixing
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blocked on #1401 or #547

@Neo-Zhixing Neo-Zhixing marked this pull request as ready for review February 7, 2021 18:55
@alice-i-cecile alice-i-cecile added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Feb 17, 2021
Base automatically changed from master to main February 19, 2021 20:44
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Unblocked by #547. This is now ready for review. @cart

examples/3d/3d_scene.rs Outdated Show resolved Hide resolved
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cart commented Mar 4, 2021

bors r+

bors bot pushed a commit that referenced this pull request Mar 4, 2021
This PR implements wireframe rendering.

Usage:

This is now ready as soon as #1401 gets merged.


Usage:

```rust
    app
        .insert_resource(WgpuOptions {
            name: Some("3d_scene"),
            features: WgpuFeatures::NON_FILL_POLYGON_MODE,
            ..Default::default()
        }) // To enable the NON_FILL_POLYGON_MODE feature
        .add_plugin(WireframePlugin)
        .run();

```

Now we just need to add the Wireframe component on an entity, and it'll draw. its wireframe.


We can also enable wireframe drawing globally by setting the global property in the `WireframeConfig` resource to `true`.



Co-authored-by: Zhixing Zhang <me@neoto.xin>
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bors bot commented Mar 4, 2021

@bors bors bot changed the title Wireframe Rendering Pipeline [Merged by Bors] - Wireframe Rendering Pipeline Mar 4, 2021
@bors bors bot closed this Mar 4, 2021
@Neo-Zhixing Neo-Zhixing deleted the wireframe branch March 4, 2021 01:49
bors bot pushed a commit that referenced this pull request Mar 9, 2021
#562 added a new Example, but forgot to also document it in the examples readme.
bors bot pushed a commit that referenced this pull request Dec 10, 2021
Updates the wireframe rendering initialliy implemented in #562 to the new renderer.
It lives in `bevy_pbr2` instead of `bevy_render2` because that way it can reuse the `MeshPipeline`.
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A-Rendering Drawing game state to the screen C-Enhancement A new feature S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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5 participants