# 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