# Rendering Dev Map This is not a guide like @nth's tour of the bevy renderer, and is instead meant to track how the different parts of the bevy renderer are coupled and what we might want to change. ## Coarse ## Hierarchy of rendering crates `bevy_render` - provides low-level renderer functionality on top of `wgpu`, and other *basic* functionality. It seems like consensus is that we want to split many of the things it implements (like meshes) off into their own crates `bevy_mesh`, `bevy_image` - stuff that got split off from `bevy_render`. Not a ton to consider here I think, other than maybe a struct or two that got stranded in `bevy_image`. `bevy_core_pipeline` - `bevy_sprite` - `bevy_pbr` - ## Specifics ### Layers of rendering ### `MeshPipeline` & `MeshViewBindGroup` ### Shader workflow ### The `Material` split ### The Render Graph ### Resource Prep and the ECS