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Objective

Fixes #15525

The deferred and mesh pipelines tonemapping LUT bindings were accidentally out of sync, breaking deferred rendering.

As noted in the issue it's still broken on wasm due to hitting a texture limit.

Solution

Add constants for these instead of hardcoding them.

Testing

Test with cargo run --example deferred_rendering and see it works, run the same on main and see it crash.

@kristoff3r kristoff3r added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Oct 4, 2024
@kristoff3r kristoff3r changed the title Fix deferred_rendering example Fix deferred rendering Oct 4, 2024
@kristoff3r kristoff3r added this to the 0.15 milestone Oct 4, 2024
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Oct 4, 2024
@alice-i-cecile alice-i-cecile added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Oct 4, 2024
Merged via the queue into bevyengine:main with commit ddd4b4d Oct 4, 2024
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@kristoff3r kristoff3r deleted the fix-deferred branch October 4, 2024 23:12
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Successfully merging this pull request may close these issues.

Deferred rendering example (Forward + Prepass) is broken on web and macos
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