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Switching active cameras causes warning log The preprocessing index buffer wasn't present to be spammed. #16285

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Elabajaba opened this issue Nov 7, 2024 · 2 comments · Fixed by #16399
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Needs-Investigation This issue requires detective work to figure out what's going wrong
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@Elabajaba
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Bevy version

cdc18ee (started somewhere in the 0.15 dev cycle but don't have time to bisect currently)

What you did

Change the active camera by settings .is_active to false on the current camera, and .is_active to true on the camera view I'm switching to.

What went wrong

Log is being spammed with WARN bevy_pbr::render::gpu_preprocess: The preprocessing index buffer wasn't present

Additional information

TODO

@Elabajaba Elabajaba added C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled labels Nov 7, 2024
@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen D-Modest A "normal" level of difficulty; suitable for simple features or challenging fixes S-Needs-Investigation This issue requires detective work to figure out what's going wrong and removed S-Needs-Triage This issue needs to be labelled D-Modest A "normal" level of difficulty; suitable for simple features or challenging fixes labels Nov 7, 2024
@JMS55 JMS55 added this to the 0.15 milestone Nov 12, 2024
@atlv24
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atlv24 commented Nov 15, 2024

bisected this and not a surprising result:

Bisecting: 0 revisions left to test after this (roughly 0 steps)
[56f8e526dde49b4e4ad62efb7ad27bfe0bd6f617] The Cooler 'Retain Rendering World' (#15320)

@atlv24
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atlv24 commented Nov 15, 2024

furthermore, the message changed from

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.

to

The preprocessing index buffer wasn't present

after #15946

Bisecting: 0 revisions left to test after this (roughly 0 steps)
[fe7f98f7f07403accb34b7912e16bb99bb831339] Fix deactivated camera still being used in render world (#15946)

github-merge-queue bot pushed a commit that referenced this issue Nov 16, 2024
# Objective

- Fixes #16285 
- Inactive camera are keeping the component `ViewUniformOffset` from
when they were active, still matching some queries trying to render to
them

## Solution

- Remove component `ViewUniformOffset` from cameras that are inactive

## Testing

- Ran example `render_primitives` and switched camera
mockersf added a commit that referenced this issue Nov 17, 2024
# Objective

- Fixes #16285 
- Inactive camera are keeping the component `ViewUniformOffset` from
when they were active, still matching some queries trying to render to
them

## Solution

- Remove component `ViewUniformOffset` from cameras that are inactive

## Testing

- Ran example `render_primitives` and switched camera
ecoskey pushed a commit to ecoskey/bevy that referenced this issue Dec 2, 2024
# Objective

- Fixes bevyengine#16285 
- Inactive camera are keeping the component `ViewUniformOffset` from
when they were active, still matching some queries trying to render to
them

## Solution

- Remove component `ViewUniformOffset` from cameras that are inactive

## Testing

- Ran example `render_primitives` and switched camera
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Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Needs-Investigation This issue requires detective work to figure out what's going wrong
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4 participants