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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorP-CrashA sudden unexpected crashA sudden unexpected crash
Description
Bevy version
0.15.1 and main
Relevant system information
This is probably not relevant, but included for posterity.
AdapterInfo { name: "Apple M4", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
What you did
Used OIT and gizmos at the same time. Specifically, rendering gizmos on a camera with OrderIndependentTransparencySettings is what causes the problem.
What went wrong
wgpu error: Validation Error
Caused by:
In RenderPass::end
In a draw command, kind: Draw
The BindGroupLayout with 'mesh_view_layout_oit' label of current set BindGroup with 'mesh_view_bind_group' label at index 0 is not compatible with the corresponding BindGroupLayout with 'mesh_view_layout' label of RenderPipeline with 'LineGizmo 3d Pipeline' label
Assigned entry with binding 34 not found in expected bind group layout
Assigned entry with binding 35 not found in expected bind group layout
Assigned entry with binding 36 not found in expected bind group layout
I'm pretty sure this is just caused by the 3d gizmo pipeline not adjusting its mesh pipeline key when the extracted view has OrderIndependentTransparencySettings.
I'm happy to fix this myself :)
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorP-CrashA sudden unexpected crashA sudden unexpected crash