Fix `MeshTag` changes having no effect (#20954)
# Objective
Changing only the mesh tag on a mesh did not have an effect.
## Solution
Check if the mesh tag has changed when extracting the mesh.
## Testing
Can be tested with a modified `storage_buffer` example:
<details>
<summary>Click to view the code</summary>
```rust
//! This example demonstrates how to use a storage buffer with `AsBindGroup` in a custom material.
use bevy::{
mesh::MeshTag,
prelude::*,
reflect::TypePath,
render::{render_resource::AsBindGroup, storage::ShaderStorageBuffer},
shader::ShaderRef,
};
const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl";
fn main() {
App::new()
.add_plugins((DefaultPlugins, MaterialPlugin::<CustomMaterial>::default()))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut buffers: ResMut<Assets<ShaderStorageBuffer>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// Example data for the storage buffer
let color_data: Vec<[f32; 4]> = (0..13)
.map(|i| {
[
ops::sin(i as f32) / 2.0 + 0.5,
ops::sin(i as f32 + 2.0) / 2.0 + 0.5,
ops::sin(i as f32 + 4.0) / 2.0 + 0.5,
1.0,
]
})
.collect::<Vec<[f32; 4]>>();
let colors = buffers.add(ShaderStorageBuffer::from(color_data));
let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.3)));
// Create the custom material with the storage buffer
let material_handle = materials.add(CustomMaterial {
colors: colors.clone(),
});
// Spawn cubes with the custom material
for col in -6..=6 {
for row in -3..=3 {
commands.spawn((
Mesh3d(mesh_handle.clone()),
MeshMaterial3d(material_handle.clone()),
MeshTag(5),
Transform::from_xyz(col as f32, row as f32, 0.0),
));
}
}
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
// Update the mesh tags.
fn update(time: Res<Time>, mut cubes: Query<&mut MeshTag, With<Mesh3d>>) {
cubes.iter_mut().for_each(|mut tag| {
let new_tag = time.elapsed_secs() as u32 % 13;
dbg!(new_tag);
**tag = new_tag;
});
}
// This struct defines the data that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
struct CustomMaterial {
#[storage(0, read_only)]
colors: Handle<ShaderStorageBuffer>,
}
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
```
</details> S
Sven Niederberger committed
d374c8a09296e51dbd33aacbcf269dcfbe41f044
Parent: 3953ce0
Committed by GitHub <noreply@github.com>
on 9/10/2025, 8:56:41 PM