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Add mesh tag feature to release notes. #2081
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First paragraph reads a little weird to me.
Users can already have per-material-instance data (that's kinda the whole point of AsBindGroup).
However separate material instances breaks instancing of course...
I think we should explain it like that, and also probably talk about how the material/AsBindGroup API is kinda flawed and doesn't support these kind of workflows atm, and that we're brainstorming how to improve it.
I feel like mesh tag might end up being more of a temporary fix long run, but who knows.
I'm not sure I understand. Semantically to me, an instance of a material means a concrete entity. Per-instance data in that sense would be per-entity. |
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Generally we use instance to mean a bevy entity, and material instance to mean a Handle. |
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Yeah, we generally consider entities to be instances of drawn things, material instances would be instances of material assets, and we unfortunately sloppily refer to Frankie mesh entities as mesh instances. Per instance data is used exclusively for per drawn thing instance data though. I’ll now actually read the PR and comment more directly. |
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| Bevy has powerful support for [automatic instancing] for any entities that share the same mesh and material. However, sometimes it can still be useful to reference data that is not the same across all instances of a material. Previously, this required either writing significant amount of custom rendering code or giving up the performance benefits of automatic instancing by creating more materials. | |||
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Maybe just change it to ”all instances using the same material”.
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I do understand how there might be some confusion in terms of an instance of an asset type being a "material instance", but will note that we use "material instance" in our own code, e.g. here bevyengine/bevy#18734, to refer to collections of entities rather than an instance of an asset. I'll try to make it more clear. |
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