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example render_to_texture: remove extra light (#13398)
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# Objective

- in example `render_to_texture`, #13317 changed the comment on the
existing light saying lights don't work on multiple layers, then add a
light on multiple layers explaining that it will work. it's confusing

## Solution

- Keep the original light, with the updated comment

## Testing

- Run example `render_to_texture`, lighting is correct
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mockersf committed May 16, 2024
1 parent 7cbc035 commit 104dcf5
Showing 1 changed file with 5 additions and 14 deletions.
19 changes: 5 additions & 14 deletions examples/3d/render_to_texture.rs
Original file line number Diff line number Diff line change
Expand Up @@ -85,14 +85,16 @@ fn setup(
first_pass_layer.clone(),
));

// Light for the first pass
// NOTE: Lights only work properly when in one render layer.
// Light
// NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
commands.spawn((
PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
},
first_pass_layer.clone(),
RenderLayers::layer(0).with(1),
));

commands.spawn((
Expand Down Expand Up @@ -134,17 +136,6 @@ fn setup(
MainPassCube,
));

// Light
// NOTE: we add the light to both layers so it affects both the rendered-to-texture cube, and the cube on which we display the texture
// Setting the layer to RenderLayers::layer(0) would cause the main view to be lit, but the rendered-to-texture cube to be unlit.
// Setting the layer to RenderLayers::layer(1) would cause the rendered-to-texture cube to be lit, but the main view to be unlit.
commands.spawn((
PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
},
RenderLayers::layer(0).with(1),
));
// The main pass camera.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
Expand Down

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