Skip to content
This repository has been archived by the owner on Apr 18, 2022. It is now read-only.

Implement a way of rendering images without spritesheets (Fixes #1086) #1153

Merged
merged 1 commit into from Nov 17, 2018
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Jump to
Jump to file
Failed to load files.
Diff view
Diff view
4 changes: 4 additions & 0 deletions Cargo.toml
Expand Up @@ -216,5 +216,9 @@ path = "examples/spotlights/main.rs"
name = "sprite_camera_follow"
path = "examples/sprite_camera_follow/main.rs"

[[example]]
name = "simple_image"
path = "examples/simple_image/main.rs"

[workspace]
members = ["amethyst_gltf", "tests/amethyst_test"]
9 changes: 5 additions & 4 deletions amethyst_renderer/src/lib.rs
Expand Up @@ -18,7 +18,7 @@
//!
//! This is where, for a `DrawX` pass, you will find a corresponding `DrawXSeparate` pass which
//! supports vertex skinning and joint transformations to improve the render. An exception to this
//! is the `DrawSprite` pass, which does not support joint transformations.
//! is the `DrawFlat2D` pass, which does not support joint transformations.
//!
//! [am]: https://www.amethyst.rs/
//! [gh]: https://github.com/amethyst/amethyst/tree/master/src/renderer
Expand Down Expand Up @@ -107,8 +107,8 @@ pub use {
mesh::{vertex_data, Mesh, MeshBuilder, MeshHandle, VertexBuffer},
mtl::{Material, MaterialDefaults, TextureOffset},
pass::{
get_camera, set_vertex_args, DebugLinesParams, DrawDebugLines, DrawFlat, DrawFlatSeparate,
DrawPbm, DrawPbmSeparate, DrawShaded, DrawShadedSeparate, DrawSkybox, DrawSprite,
get_camera, set_vertex_args, DebugLinesParams, DrawDebugLines, DrawFlat, DrawFlat2D,
DrawFlatSeparate, DrawPbm, DrawPbmSeparate, DrawShaded, DrawShadedSeparate, DrawSkybox,
SkyboxColor,
},
pipe::{
Expand All @@ -124,7 +124,8 @@ pub use {
JointTransformsPrefab, JointWeights,
},
sprite::{
Sprite, SpriteRender, SpriteSheet, SpriteSheetFormat, SpriteSheetHandle, TextureCoordinates,
Flipped, Sprite, SpriteRender, SpriteSheet, SpriteSheetFormat, SpriteSheetHandle,
TextureCoordinates,
},
sprite_visibility::{SpriteVisibility, SpriteVisibilitySortingSystem},
system::RenderSystem,
Expand Down