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Allow gizmos to render behind sprites #14712

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laundmo opened this issue Aug 11, 2024 · 0 comments
Open

Allow gizmos to render behind sprites #14712

laundmo opened this issue Aug 11, 2024 · 0 comments
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A-Gizmos Visual editor and debug gizmos A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible S-Needs-Design This issue requires design work to think about how it would best be accomplished

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@laundmo
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laundmo commented Aug 11, 2024

What problem does this solve or what need does it fill?

Currently, when using a 2d camera, gizmos always draw in front of all entities. This is annoying if you want to, for example, use a grid gizmo to help debug the grid entities can move on, but want the actual entities to render in front of the grid.

What solution would you like?

When rendering a gizmo to a 2d camera, if the gizmo uses a Vec3 for its position (*_3d gizmos), consider this properly.

What alternative(s) have you considered?

(ab)using the depth_bias for this, but this would make any explicit ordering quite hard

Additional context

Example of issues: https://learnbevy.com/playground?share=d339a3268b24ccc1330ba9e0698430f3d3133240106e871ac687b36721ceb934

related to:

@laundmo laundmo added C-Feature A new feature, making something new possible S-Needs-Triage This issue needs to be labelled labels Aug 11, 2024
@alice-i-cecile alice-i-cecile added A-Gizmos Visual editor and debug gizmos S-Needs-Design This issue requires design work to think about how it would best be accomplished A-Rendering Drawing game state to the screen and removed S-Needs-Triage This issue needs to be labelled labels Aug 11, 2024
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Labels
A-Gizmos Visual editor and debug gizmos A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible S-Needs-Design This issue requires design work to think about how it would best be accomplished
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