Do not queue sprites/meshes if there are no views#13
Merged
cart merged 2 commits intocart:pipelined-renderingfrom Jul 1, 2021
Merged
Do not queue sprites/meshes if there are no views#13cart merged 2 commits intocart:pipelined-renderingfrom
cart merged 2 commits intocart:pipelined-renderingfrom
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* bevy_sprite2/_pbr2: Do not queue sprites/meshes if there are no views
cart
pushed a commit
that referenced
this pull request
Jul 24, 2021
* bevy_sprite2/_pbr2: Do not queue sprites/meshes if there are no views
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In my minkraft project I generate a bunch of blocky voxel chunks before spawning the character and camera to ensure there is ground for them to stand on. Unconditionally calling
view_meta.uniforms.binding()assumes there are views and therefore there is a uniform buffer to use in the binding. So without this check, if there are not yet cameras in the scene, this call panics.