Closed ethereumdegen closed 1 month ago
Looks nasty. I'll have to take a look at the problem a bit more in depth but it might also be problem on my end
Thanks . I need depth prepass bc i use it in a different shader .. my bevy magic fx crate uses it to make certain vfx have a hacked depth value so i can make vfx look behind things even if they arent actually spatially behind them . So i can make things glow super saiyan (fire behind model) and such
The linked PR should fix the crashes. However, the grass itself will not be rendered to any prepass texture. (See pr desc.).
Describe the bug
Caused by: In a RenderPass note: encoder =
main_opaque_pass_3d_command_encoder
In a draw command, indexed:true indirect:false note: render pipeline =Grass Render Pipeline
Incompatible bind group at index 0 in the current render pipeline note: Should be compatible an with an explicit bind group layout with label =mesh_view_layout
note: Assigned explicit bind group layout with label =mesh_view_layout_multisampled_depth
note: Entry 20 not found in expected bind group layoutnote: run with
RUST_BACKTRACE=1
environment variable to display a backtraceTo Reproduce
Attach the ' DepthPrepass' component to the bevy camera
Expected behavior
shouldnt panic ?
Additional context
the engine panics ! not sure why . This may be more of a bevy and wpgu thing that needs to be investigated more