mod instance;
mod material;
mod pipeline;
mod shapes;
mod transform;
pub use instance::*;
pub use material::*;
pub use pipeline::*;
pub use shapes::*;
pub use transform::*;
use crate::RenderState;
use super::TEXTURE_EMPTY;
pub(crate) fn register_render2d_assets(render_state: &mut RenderState) {
render_state.materials.insert(
TEXTURE_EMPTY,
Box::new(SpriteMaterial {
texture_id: TEXTURE_EMPTY,
}),
);
pipeline::register_fill_pipeline(render_state);
shapes::register_primitive_meshes(render_state);
}