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I've been reading the source code and docs for a while, and I'm frankly lost. I don't want to change the gui component rendering, shaders, or asset management, I know I'll need to override the input, but from what I've read, that should be manageable. I just.. don't see how to create a context with the available render system, and restrict it to a specific Camera. Thanks for any assistance.
Side note: I did notice another topic wanting to render on top of egui. Restructuring the rendering in the manner described above might make that easier.
The text was updated successfully, but these errors were encountered:
Instead, it would probably need to be flipped, so that each egui context must be associated with a Camera, not a Window. Just like Bevy's rendering, egui would render to that Camera's RenderTarget, which can be a Window or an Image. From there, you can apply that Handle<Image> to whatever you want - a plane or any arbitrary mesh.
I've been reading the source code and docs for a while, and I'm frankly lost. I don't want to change the gui component rendering, shaders, or asset management, I know I'll need to override the input, but from what I've read, that should be manageable. I just.. don't see how to create a context with the available render system, and restrict it to a specific Camera. Thanks for any assistance.
Side note: I did notice another topic wanting to render on top of egui. Restructuring the rendering in the manner described above might make that easier.
The text was updated successfully, but these errors were encountered: