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Co-authored-by: Robert Swain <robert.swain@gmail.com>
…ion to public methods
Smerom
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Feb 2, 2026
| #[cfg(feature = "bevy_mesh")] | ||
| use crate::skinned_mesh_bounds::SkinnedMeshBoundsGizmoPlugin; | ||
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| /// A [`Plugin`] that provides an immediate mode drawing api for visual debugging. |
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Not for this PR: maybe this should be a plugin group?
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Big fan of this, but I think we can improve it in a few simple ways. |
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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Added tests and expanded the module comment for Addressed all comments so far; this is ready for review again |
Smerom
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Feb 3, 2026
alice-i-cecile
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Feb 4, 2026
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Objective
bevy_render::Frustumshould live inbevy_math#13878Solution
I stand on the shoulders of giants and have updated #10038 to main, with the following changes:
Also thanks to @RCoder01 for their github gist attached to the original PR; my updates basically ended up being the same although code is more or less in its proper place now.
Testing
cargo run --example scene_viewer --features "free_camera" -- assets/models/cubes/Cubes.glb). I guess none have multiple cameras though to cycle through though as far as I could tell? But at least this shows you that toggling the frusta shows the faint border around the screen.cargo run --example light_gizmos. OnlySpotLighthas gizmos drawn (PointLightandDirectionalLighthave components that wrapFrustumbut notFrustumitself). It’s the yellow gizmo in the following screenshot. Since there are dedicated light gizmos, using a Frustum gizmo on a light seems unnecessary.Showcase
Modified `split_screen` example code