Comments (2)
I'll just close this because from the showcase it's obviously possible. I'm just missing something. Sorry! I'll investigate better next time. =)
from bevy_prototype_lyon.
just for closure:
In the end, I figured it's probably not possible with the new ShapeColors
after all. I ended up with something like this instead:
fn update_particles(
mut meshes: ResMut<Assets<Mesh>>,
mut particle_query: Query<(&Particle, &Handle<Mesh>)>,
) {
particle_query.iter_mut().for_each(|(mut particle, mut transform, mesh_handle, entity)| {
let mut mesh = meshes.get_mut(mesh_handle).unwrap();
let colors = mesh.attribute_mut(Mesh::ATTRIBUTE_COLOR).unwrap();
let values = match colors {
VertexAttributeValues::Float4(colors) => colors
.iter()
.map(|[r, g, b, a]| Color::rgba(*r, *g, *b, particle.life_time / particle.fade_time).into())
.collect::<Vec<[f32; 4]>>(),
_ => vec![],
};
mesh.set_attribute(Mesh::ATTRIBUTE_COLOR, values);
}
}
from bevy_prototype_lyon.
Related Issues (20)
- Can't draw paths or polygons HOT 1
- Using images or materials for shape fill HOT 8
- Rough curves with fixed camera scaling mode HOT 2
- More const support
- Support for rounded polygons HOT 4
- Dyanmic shapes example does not compile HOT 5
- Docs.rs still shows 0.7.2 as latest version HOT 2
- Why aren't `Fill` and `Stroke` housed in `ShapeBundle`? HOT 2
- WebGL: INVALID_OPERATION on entity despawn on wasm target HOT 4
- Changing the Path does not redraw the mesh
- Expected bevy_render::color::Color, found bevy::prelude::Color HOT 2
- How do I use this with UI? HOT 1
- Difference between `ShapePath` and `GeometryBuilder`?
- Apply transformation to individual shape
- Bevy tracking link in README badge is broken HOT 1
- How to draw with Hatching for dashed/dotted lines?
- Way to draw gradient colors
- Apply initial geometry transform HOT 1
- Bevy 0.13 HOT 1
- RegularPolygon into Polygon to access Vertices
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