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Pass RenderLayers to VelloCanvas #71
Pass RenderLayers to VelloCanvas #71
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This PR adds a config option to `VelloPlugin` and `VelloRenderPlugin` that can control the `RenderLayers` that the `VelloCanvas` is on. This allows fully taking advantage of `RenderLayers` as before the canvas was rendering on the default layer, layer 0, which meant any camera that wanted to render it also had to render everything else on the default layer, layer 0.
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Looks mostly good!
swapped to |
Thank you for that! I have a slightly different vision where the settings are not an optional resource. I'll apply that directly to your branch. :) |
sounds good, feel free to take it away. |
@simbleau heads up that the way the Resource is inserted in the new changes here forces consumers to insert the resource after the plugin, or it will silently throw the user's Resource away and use the defaults instead. |
Addresses some friction where the `VelloRenderer` was not a resource and required Locals temporarily. This was mainly observed in the `cube3d` example. Likewise, the rendering params such as `use_cpu` and `antialiasing` were not configurable and the use of `RenderLayers` were cleaned up after @ChristopherBiscardi brought up some comments after #71. @ChristopherBiscardi Please let me know if you still have concerns with RenderLayers.
This is the fix I talked about in #70 and the PR that would be merged (the other should be closed)
This PR adds a config option to
VelloPlugin
andVelloRenderPlugin
that can control theRenderLayers
that theVelloCanvas
is on. This allows fully taking advantage ofRenderLayers
as before the canvas was rendering on the default layer, layer 0, which meant any camera that wanted to render it also had to render everything else on the default layer, layer 0.