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Bevy version: commit #340957994 (main as of Dec 19 2021)
OS & graphic stack: ArchLinux kernel 5.15.4; mesa/vulkan-radeon lib: v21.3.1; GPU: AMD ATI Radeon RX 5600
Bug
The following examples do not render things on screen as expected:
shader_material: Shows a gray screen with 8 green points forming the vertexes of a cube
shader_def: Just show a default gray window
shadow_biases: Shows a very interesting Moiré pattern with very pixelated shadows on the plane
wireframe: I see the default 3d_scene but the vertexes are a green pixel
Note: Other examples seem to work as intended.
Screenshots
Wireframe
shader_material
shadow_biases
More precision. I moved the camera and the shadows look way better. I do not see the same artifacts, though there is still more subtle artifacts such as a black grind on top of the plane.
shader_def
just a gray square.
The text was updated successfully, but these errors were encountered:
# Objective
Fixesbevyengine#3379
## Solution
The custom mesh pipelines needed to be specialized on each mesh's primitive topology, as done in `queue_meshes()`
Co-authored-by: Carter Anderson <[email protected]>
Environment
Bug
The following examples do not render things on screen as expected:
shader_material
: Shows a gray screen with 8 green points forming the vertexes of a cubeshader_def
: Just show a default gray windowshadow_biases
: Shows a very interesting Moiré pattern with very pixelated shadows on the planewireframe
: I see the default3d_scene
but the vertexes are a green pixelNote: Other examples seem to work as intended.
Screenshots
Wireframe
shader_material
shadow_biases
More precision. I moved the camera and the shadows look way better. I do not see the same artifacts, though there is still more subtle artifacts such as a black grind on top of the plane.
shader_def
just a gray square.
The text was updated successfully, but these errors were encountered: