---
# System prepended metadata

title: Rendering Dev Map
tags: [Rendering]

---

# 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