Bevy Version: | 0.13 | (outdated!) |
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As this page is outdated, please refer to Bevy's official migration guides while reading, to cover the differences: 0.13 to 0.14.
I apologize for the inconvenience. I will update the page as soon as I find the time.
UV coordinates in Bevy
In Bevy, the vertical axis for the pixels of textures / images, and when sampling textures in a shader, points downwards, from top to bottom. The origin is at the top left.
This is inconsistent with the World-coordinate system used everywhere else in Bevy, where the Y axis points up.
It is, however, consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL).
OpenGL (and frameworks based on it) is different. If your prior experience is with that, you may find that your textures appear flipped vertically.
If you are using a mesh, make sure it has the correct UV values. If it was created with other software, be sure to select the correct settings.
If you are writing a custom shader, make sure your UV arithmetic is correct.
Sprites
If the images of your 2D sprites are flipped (for whatever reason), you can correct that using Bevy's sprite-flipping feature:
commands.spawn(SpriteBundle {
sprite: Sprite {
flip_y: true,
flip_x: false,
..Default::default()
},
..Default::default()
});