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Rendering masks #1209
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Rendering masks #1209
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8e9e00d
can group rendering entities with masks
schell 9ee41aa
docs
schell 5a605a7
0 mask matches 0 mask makes much easier logic
schell c5e78b4
fmt
schell 0c14c6d
PR fixup - RenderingMask defaults to group 0
schell 3231e2f
render mask logic uses unwrap_or_default, better docs, fmt
schell d4df730
ugh fmt
schell b1a43f8
default RenderingMask is group 0 (mask 1), more tests, fix inner loop…
schell d39a4e6
fmt
schell 01cd3ce
rendering mask shows groups in Debug, FromIterator, from_groups, get_…
schell b1e84a4
render layers rename, type aliases, iters
schell 9ba851b
PR fixup
schell bf9a1c1
rename iter_layers to iter
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I'm still cautious about making this guarantee, since we still seem to require that every entity has a
Visible
, which this overlaps with.That being said, I don't think there is necessarily better behaviour. Maybe we could have a warning log which prints once (i.e. if any entity matches this, then print and set an AtomicBool to true)
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Yes, it's a bit sketchy but it does help describe the feature. I think this is the best we can do at the moment. I personally plan on using the "invisiblity" of
RenderLayers::none()
so I don't think we should add a warning.There was a problem hiding this comment.
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Yeah I thought a bit about just replacing Visible with RenderLayers. But I think we need a "global" visible/invisible toggle: