Fix mesh casting color components incorrectly #8807
Merged
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Messed up the swizzling of colors when doing to aggressive bytemuck slice casts. Causing this
This pr gets us back to
What did we re-learn today that we knew all along but didn't pay attention to?
Our user facing API says
The color is stored as a 32-bit integer, where the most significant byte is
Rand the least significant byte is
A.
- which allows you to write0xFF00FFFF
for a beautiful magenta and is what everyone is used to. But written as an array this is[a, b, g, r]
because most of the world is little endian and that means that the least significant byte (alpha!) comes first. But in rendering (that includes re_renderer & egui) everything is[r,g,b,a]
!