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Renderer Rework: Initial Merge Tracking Issue #2535
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A-MetaAbout the project itselfAbout the project itselfA-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-Tracking-IssueAn issue that collects information about a broad development initiativeAn issue that collects information about a broad development initiative
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A-MetaAbout the project itselfAbout the project itselfA-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-Tracking-IssueAn issue that collects information about a broad development initiativeAn issue that collects information about a broad development initiative
The Bevy Renderer Rework is starting to stabilize and it is time to start planning how to upstream it! The intent of this issue is to track the work required to merge the renderer rework as soon as possible. This isn't a "renderer feature wishlist". But feel free to discuss what you think should be on this list!
This is an issue to track work that still needs to be done. If there is a name in parentheses, that work has been claimed by someone.
For some history on this effort, check out:
Here is a list of open prs against the pipelined-rendering branch
Missing Required Features
The new renderer must have (approximate) feature parity with the old renderer.
Add MSAA support to pipelined-rendering #2541(@superdump @cart)run_sub_graph()input apiMissing Nice-To-Have Features
These aren't required for a merge, but would be very nice to have.
Implement Sprite Batching #2642(@cart @zicklag)depth pre-pass(@superdump)MaterialPlugin<T: Material>for low boilerplate custom shaders (@cart)Discussions To Have Before Merging
Steps to Merge