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crates/bevy_camera/src/camera.rs

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@@ -198,7 +198,7 @@ pub struct MainPassResolutionOverride(pub UVec2);
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///
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/// ```
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///
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/// See the "camera_sub_view" example for more information.
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/// See the `camera_sub_view` example for more information.
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///
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/// ## [`SubViewSourceProjection`]
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///

examples/README.md

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@@ -164,6 +164,7 @@ Example | Description
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[Lighting](../examples/3d/lighting.rs) | Illustrates various lighting options in a simple scene
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[Lightmaps](../examples/3d/lightmaps.rs) | Rendering a scene with baked lightmaps
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[Lines](../examples/3d/lines.rs) | Create a custom material to draw 3d lines
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[Magnifier](../examples/usage/magnifier.rs) | Demonstrates magnifying part of the screen with CameraSubView
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[Manual Material Implementation](../examples/3d/manual_material.rs) | Demonstrates how to implement a material manually using the mid-level render APIs
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[Mesh Ray Cast](../examples/3d/mesh_ray_cast.rs) | Demonstrates ray casting with the `MeshRayCast` system parameter
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[Meshlet](../examples/3d/meshlet.rs) | Meshlet rendering for dense high-poly scenes (experimental)
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--- | ---
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[Context Menu](../examples/usage/context_menu.rs) | Example of a context menu
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[Cooldown](../examples/usage/cooldown.rs) | Example for cooldown on button clicks
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[Magnifier](../examples/usage/magnifier.rs) | Demonstrates magnifying part of the screen with CameraSubView
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### Window
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examples/usage/magnifier.rs

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@@ -150,7 +150,7 @@ fn update_sub_view(
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let viewport_pos = cursor - viewport_half_size;
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viewport.physical_position = viewport_pos.as_uvec2();
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// Normalise the position to the 0..1 range the sub view expects
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// Normalize the position to the 0..1 range the sub view expects
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let mut offset = cursor / window_size;
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// A subview scale of 1.0 makes the full window image visible within the much smaller viewport (i.e. very "zoomed out").
@@ -166,7 +166,7 @@ fn update_sub_view(
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// is actually the projection of the other camera (that renders the background image).
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// This means we must ensure that at least one of the axes of the projections of both of these cameras is the same,
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// so that we get the correct result from specifying the fraction of the "full view" we want as the fraction that the sub view uses.
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// Fortunately, this is already the case for us, as both projections were initialised with all the same default parameters,
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// Fortunately, this is already the case for us, as both projections were initialized with all the same default parameters,
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// except the aspect ratio. The aspect ratio only affects the x axis, so we pick the y axis instead.
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let scale = size.y;
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