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render_primitives example panics when changing cameras #15822
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behavior
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Description
Bevy version
main, since #15320
Relevant system information
SystemInfo { os: "MacOS 14.5 ", kernel: "23.5.0", cpu: "Apple M1 Max", core_count: "10", memory: "64.0 GiB" }
AdapterInfo { name: "Apple M1 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
Also tested win+4080
What you did
cargo run --example render_primitives- Press
ctwice
What went wrong
2024-10-10T13:51:35.072520Z WARN bevy_render::camera::camera: Camera order ambiguities detected for active cameras with the following priorities: {(0, Some(Window(NormalizedWindowRef(0v1#4294967296))))}. To fix this, ensure there is exactly one Camera entity spawned with a given order for a given RenderTarget. Ambiguities should be resolved because either (1) multiple active cameras were spawned accidentally, which will result in rendering multiple instances of the scene or (2) for cases where multiple active cameras is intentional, ambiguities could result in unpredictable render results.
thread 'Compute Task Pool (2)' panicked at crates/bevy_core_pipeline/src/core_3d/mod.rs:663:22:
The depth texture usage should already exist for this target
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_core_pipeline::core_3d::prepare_core_3d_depth_textures`!
Additional information
Related to #15570, broken out here because there are specific repro steps to document.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behavior