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[Merged by Bors] - set alpha_mode based on alpha value #4658
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IceSentry
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A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
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May 4, 2022
If this PR gets merged, it could also affect the example in #3695 |
mockersf
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May 4, 2022
related to #64 |
tim-blackbird
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May 4, 2022
superdump
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May 4, 2022
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Minor in practice but it feels more correct.
Co-authored-by: Robert Swain <[email protected]>
superdump
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bors r+
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May 4, 2022
# Objective - When spawning a sprite the alpha is used for transparency, but when using the `Color::into()` implementation to spawn a `StandardMaterial`, the alpha is ignored. - Pretty much everytime I want to make something transparent I started with a `Color::rgb().into()` and I'm always surprised that it doesn't work when changing it to `Color::rgba().into()` - It's possible there's an issue with this approach I am not thinking of, but I'm not sure what's the point of setting an alpha value without the goal of making a color transparent. ## Solution - Set the alpha_mode to AlphaMode::Blend when the alpha is not the default value. --- ## Migration Guide This is not a breaking change, but it can easily be migrated to reduce boilerplate ```rust commands.spawn_bundle(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: materials.add(StandardMaterial { base_color: Color::rgba(1.0, 0.0, 0.0, 0.75), alpha_mode: AlphaMode::Blend, ..default() }), ..default() }); // becomes commands.spawn_bundle(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: materials.add(Color::rgba(1.0, 0.0, 0.0, 0.75).into()), ..default() }); ``` Co-authored-by: Charles <[email protected]>
bors
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changed the title
set alpha_mode based on alpha value
[Merged by Bors] - set alpha_mode based on alpha value
May 4, 2022
This was referenced May 5, 2022
robtfm
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May 10, 2022
# Objective - When spawning a sprite the alpha is used for transparency, but when using the `Color::into()` implementation to spawn a `StandardMaterial`, the alpha is ignored. - Pretty much everytime I want to make something transparent I started with a `Color::rgb().into()` and I'm always surprised that it doesn't work when changing it to `Color::rgba().into()` - It's possible there's an issue with this approach I am not thinking of, but I'm not sure what's the point of setting an alpha value without the goal of making a color transparent. ## Solution - Set the alpha_mode to AlphaMode::Blend when the alpha is not the default value. --- ## Migration Guide This is not a breaking change, but it can easily be migrated to reduce boilerplate ```rust commands.spawn_bundle(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: materials.add(StandardMaterial { base_color: Color::rgba(1.0, 0.0, 0.0, 0.75), alpha_mode: AlphaMode::Blend, ..default() }), ..default() }); // becomes commands.spawn_bundle(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: materials.add(Color::rgba(1.0, 0.0, 0.0, 0.75).into()), ..default() }); ``` Co-authored-by: Charles <[email protected]>
exjam
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to exjam/bevy
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May 22, 2022
# Objective - When spawning a sprite the alpha is used for transparency, but when using the `Color::into()` implementation to spawn a `StandardMaterial`, the alpha is ignored. - Pretty much everytime I want to make something transparent I started with a `Color::rgb().into()` and I'm always surprised that it doesn't work when changing it to `Color::rgba().into()` - It's possible there's an issue with this approach I am not thinking of, but I'm not sure what's the point of setting an alpha value without the goal of making a color transparent. ## Solution - Set the alpha_mode to AlphaMode::Blend when the alpha is not the default value. --- ## Migration Guide This is not a breaking change, but it can easily be migrated to reduce boilerplate ```rust commands.spawn_bundle(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: materials.add(StandardMaterial { base_color: Color::rgba(1.0, 0.0, 0.0, 0.75), alpha_mode: AlphaMode::Blend, ..default() }), ..default() }); // becomes commands.spawn_bundle(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: materials.add(Color::rgba(1.0, 0.0, 0.0, 0.75).into()), ..default() }); ``` Co-authored-by: Charles <[email protected]>
ItsDoot
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to ItsDoot/bevy
that referenced
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Feb 1, 2023
# Objective - When spawning a sprite the alpha is used for transparency, but when using the `Color::into()` implementation to spawn a `StandardMaterial`, the alpha is ignored. - Pretty much everytime I want to make something transparent I started with a `Color::rgb().into()` and I'm always surprised that it doesn't work when changing it to `Color::rgba().into()` - It's possible there's an issue with this approach I am not thinking of, but I'm not sure what's the point of setting an alpha value without the goal of making a color transparent. ## Solution - Set the alpha_mode to AlphaMode::Blend when the alpha is not the default value. --- ## Migration Guide This is not a breaking change, but it can easily be migrated to reduce boilerplate ```rust commands.spawn_bundle(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: materials.add(StandardMaterial { base_color: Color::rgba(1.0, 0.0, 0.0, 0.75), alpha_mode: AlphaMode::Blend, ..default() }), ..default() }); // becomes commands.spawn_bundle(PbrBundle { mesh: meshes.add(shape::Cube::default().into()), material: materials.add(Color::rgba(1.0, 0.0, 0.0, 0.75).into()), ..default() }); ``` Co-authored-by: Charles <[email protected]>
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Labels
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
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Objective
Color::into()
implementation to spawn aStandardMaterial
, the alpha is ignored.Color::rgb().into()
and I'm always surprised that it doesn't work when changing it toColor::rgba().into()
Solution
Migration Guide
This is not a breaking change, but it can easily be migrated to reduce boilerplate