As an remnant of my first implementation of this plugin, the ParticleSpawnerBundle required &mut Assets<Mesh>. This is because I used to use mesh instancing to draw particles.
Since I'm now using a hardcoded billboarded quad, we do not need to require a mesh, and we can replace the specialized mesh pipeline with a specialized render pipeline.
This PR also introduces an uniform buffer for per-system parameters such as pbr, which were previously unnecessarily bundled with each particle's data.
As an remnant of my first implementation of this plugin, the
ParticleSpawnerBundle
required&mut Assets<Mesh>
. This is because I used to use mesh instancing to draw particles.Since I'm now using a hardcoded billboarded quad, we do not need to require a mesh, and we can replace the specialized mesh pipeline with a specialized render pipeline.
This PR also introduces an uniform buffer for per-system parameters such as
pbr
, which were previously unnecessarily bundled with each particle's data.