What's Changed
-
Dithering error handling and sending user events for dithering steps
TheGrassComputeEvent
signals if the computation has started, finished or failed with more informations attached as needed. -
Respect prepasses instead of crashing by @EmiOnGit in #87
When using prepass shaders (such as aDepthPrepass
) the crate previously crashed since the pipeline was not adapting in response to prepasses. This release fixes the crashes (However since the rendering pipeline is very distinct from the default bevy pbr pipeline, the prepasses have no effect on the grass) -
Dither speedup and async loading by @EmiOnGit in #88
Dithering is a big task which can lead to visible stutters when applied to larger chunks.
With the new changes, the grass is calculated over multiple frames using bevys async functionality.
I also applied a couple of speedups for the dithering.
Also thanks to @ethereumdegen for the help
Full Changelog: v0.6...v0.6.1