Closed JoJoJet closed 2 years ago
Another question... why does bevy_prototype_lyon::Stage
even exist? Is there a reason we couldn't just drop the system into PostUpdate
and expose a public SystemLabel
?
Hmm, yeah, I once added the system between Update and PostUpdate because I wanted the shape to render without delay, but putting in the PostUpdate resulted in some rendering problems that I don't fully remember. But this seems to no longer be the case.
Can you please also move the system directly in the PostUpdate stage and see if it still works? If it does, we can also remove the Shape stage.
I removed the stage and it seems to work. Unit tests pass and examples seem good. There's a SystemLabel
for any users who need to order based on the mesh building system.
I'll test it as soon as I get home, then if it's all OK I'll merge it :)
I realized that I previously forgot to order the system after transform_propagate_system
. I should be done with this PR now unless something comes up.
Oops, I just forgot about that PR 😅
LGTM. Merging...
This allows much more flexibility when building shapes. Currently, any shape building code must occur in or before
Update
, or else there will be visual flickering due to the frame delay. Moving the stage afterPostUpdate
gives the programmer more freedom, and allows shapes to be based on up-to-dateGlobalTransform
s.