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Use RenderStartup in bevy_sprite. #20147

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Objective

Solution

  • Convert FromWorld implementations into systems.
  • Move any resource "manipulation" from Plugin::finish to systems.
  • Add after dependencies to any uses of these resources (basically all SpritePipeline).

Testing

  • Ran the sprite, and mesh2d_manual example and it worked.

@andriyDev andriyDev added A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change D-Straightforward Simple bug fixes and API improvements, docs, test and examples S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Jul 15, 2025
@andriyDev andriyDev requested a review from atlv24 July 15, 2025 00:23
@andriyDev andriyDev requested a review from IceSentry July 15, 2025 00:23
}
);
// Forget the handle so we don't have to store it anywhere, and we keep the embedded asset
// loaded. Note: This is what happens in `load_shader_library` internally.
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We should really have an alternative to this macro that works in this RenderStartup context. This isn't a blocker, but this isn't ideal either.

@andriyDev andriyDev added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Jul 15, 2025
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A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change D-Straightforward Simple bug fixes and API improvements, docs, test and examples S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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