Skip to content

Commit db45cd9

Browse files
Actually fix missing links in 0.1 announcement
1 parent 09810af commit db45cd9

File tree

1 file changed

+9
-4
lines changed
  • content/news/2020-08-10-introducing-bevy

1 file changed

+9
-4
lines changed

content/news/2020-08-10-introducing-bevy/index.md

Lines changed: 9 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -926,7 +926,7 @@ This will load new versions of assets whenever their files have changed.
926926

927927
#### Adding New Asset Types
928928

929-
To add a new asset type, implement the `AssetLoader` trait. This tells Bevy what file formats to look for and how to translate the file bytes into the given asset type.
929+
To add a new asset type, implement the [`AssetLoader`] trait. This tells Bevy what file formats to look for and how to translate the file bytes into the given asset type.
930930

931931
Once you have implemented `AssetLoader<MyAsset>` for `MyAssetLoader` you can register your new loader like this:
932932
```rs
@@ -935,6 +935,8 @@ app.add_asset_loader::<MyAsset, MyAssetLoader>();
935935

936936
Then you can access the `Assets<MyAsset>` resource, listen for change events, and call `asset_server.load("something.my_asset")`
937937

938+
[`AssetLoader`]: https://docs.rs/bevy_asset/0.1.0/bevy_asset/trait.AssetLoader.html
939+
938940
## Sound
939941

940942
You can currently load and play sounds like this:
@@ -955,15 +957,15 @@ We plan on extending the audio system with more control and features in the futu
955957

956958
## Render Graph
957959

958-
All render logic is built on top of Bevy's `RenderGraph`. The Render Graph is a way to encode atomic units of render logic. For example, you might create graph nodes for a 2D pass, UI pass, cameras, texture copies, swap chains, etc. Connecting a node to another node indicates that there is a dependency of some kind between them. By encoding render logic this way, the Bevy renderer is able to analyze dependencies and render the graph in parallel. It also has the benefit of encouraging developers to write modular render logic.
960+
All render logic is built on top of Bevy's [`RenderGraph`]. The Render Graph is a way to encode atomic units of render logic. For example, you might create graph nodes for a 2D pass, UI pass, cameras, texture copies, swap chains, etc. Connecting a node to another node indicates that there is a dependency of some kind between them. By encoding render logic this way, the Bevy renderer is able to analyze dependencies and render the graph in parallel. It also has the benefit of encouraging developers to write modular render logic.
959961

960962
Bevy includes a number of nodes by default: `CameraNode`, `PassNode`, `RenderResourcesNode`, `SharedBuffersNode`, `TextureCopyNode`, `WindowSwapChainNode`, and `WindowTextureNode`. It also provides subgraphs for 2d rendering, 3d rendering, and UI rendering. But you are welcome to create your own nodes, your own graphs, or extend the included graphs!
961963

962964
### [Data Driven Shaders](https://github.com/bevyengine/bevy/blob/1d68094f59b01e14f44ed7db8907dbd011b59973/examples/shader/shader_custom_material.rs)
963965

964-
Components and Assets can derive the `RenderResources` trait, which enables them to be directly copied to GPU resources and used as shader uniforms.
966+
Components and Assets can derive the [`RenderResources`] trait, which enables them to be directly copied to GPU resources and used as shader uniforms.
965967

966-
Binding uniforms to a custom shader is literally as simple as deriving `RenderResources` on your component or asset:
968+
Binding uniforms to a custom shader is literally as simple as deriving [`RenderResources`] on your component or asset:
967969

968970
```rs
969971
#[derive(RenderResources, Default)]
@@ -991,6 +993,9 @@ layout(set = 1, binding = 1) uniform MyMaterial_color {
991993
992994
I think the simplicity of the [fully self-contained custom shader example](https://github.com/bevyengine/bevy/blob/1d68094f59b01e14f44ed7db8907dbd011b59973/examples/shader/shader_custom_material.rs) speaks for itself.
993995
996+
[`RenderGraph`]: https://docs.rs/bevy_render/0.1.0/bevy_render/render_graph/struct.RenderGraph.html
997+
[`RenderResources`]: https://docs.rs/bevy_render/0.1.0/bevy_render/renderer/trait.RenderResources.html
998+
994999
### [Shader Defs](https://github.com/bevyengine/bevy/blob/1d68094f59b01e14f44ed7db8907dbd011b59973/examples/shader/shader_defs.rs)
9951000
9961001
Components and Assets can also add "shader defs" to selectively enable shader code on a per-entity basis:

0 commit comments

Comments
 (0)