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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
Description
Bevy version
0.7.0
What you did and what went wrong
I was trying to adapt the render_to_texture.rs
example to a 2-d example, and the error that occured is precisely the one that the example attributes to trying to write to and use the same texture in the same draw call. I was using a SpriteBundle
to render the texture being drawn to, particularly.
Example
Here's a simple example (derived from the sprite.rs
example) that illustrates this:
use bevy::prelude::*;
use bevy::render::view::RenderLayers;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d())
.insert(RenderLayers::layer(0));
commands.spawn_bundle(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
})
.insert(RenderLayers::layer(1));
}
The sprite should not render, according to the RenderLayer documentation; however, the result is that the sprite renders anyways.
Relevant system information
Windows 10, Rust version 1.61.0
AdapterInfo { name: "Intel(R)
UHD Graphics", vendor: 32902, device: 39745, device_type: IntegratedGpu, backend: Vulkan }
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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