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Wireframe crashed for specified gltf model. #6662
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A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
P-Crash
A sudden unexpected crash
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AllenDang
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An unexpected or incorrect behavior
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Nov 17, 2022
alice-i-cecile
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A-Rendering
Drawing game state to the screen
A-Assets
Load files from disk to use for things like images, models, and sounds
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Nov 17, 2022
nicopap
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Jul 18, 2023
I can reproduce. This seems to be a bug with skinned meshes Wireframe rendering breaks with skinned mesh and morph targets. |
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# Objective - Fixes #6662 - Wireframe crash for skinned meshes: ``` wgpu error: Validation Error Caused by: In Device::create_render_pipeline note: label = `opaque_mesh_pipeline` Error matching ShaderStages(VERTEX) shader requirements against the pipeline Location[4] Uint32x4 interpolated as Some(Flat) with sampling None is not provided by the previous stage outputs Input is not provided by the earlier stage in the pipeline ``` - Wireframe crash for morphed meshes: ``` wgpu error: Validation Error Caused by: In a RenderPass note: encoder = `<CommandBuffer-(0, 14, Metal)>` In a draw command, indexed:true indirect:false note: render pipeline = `opaque_mesh_pipeline` The pipeline layout, associated with the current render pipeline, contains a bind group layout at index 1 which is incompatible with the bind group layout associated with the bind group at 1 ``` ## Solution - Fix the locations for skinned meshes in the wireframe shader - Add the morph key to the wireframe specialisation key - Morph the vertex in the wireframe shader https://github.com/bevyengine/bevy/assets/8672791/ce0a9584-bd28-4d74-9c3f-256602e6fac5
rdrpenguin04
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Jan 9, 2024
# Objective - Fixes bevyengine#6662 - Wireframe crash for skinned meshes: ``` wgpu error: Validation Error Caused by: In Device::create_render_pipeline note: label = `opaque_mesh_pipeline` Error matching ShaderStages(VERTEX) shader requirements against the pipeline Location[4] Uint32x4 interpolated as Some(Flat) with sampling None is not provided by the previous stage outputs Input is not provided by the earlier stage in the pipeline ``` - Wireframe crash for morphed meshes: ``` wgpu error: Validation Error Caused by: In a RenderPass note: encoder = `<CommandBuffer-(0, 14, Metal)>` In a draw command, indexed:true indirect:false note: render pipeline = `opaque_mesh_pipeline` The pipeline layout, associated with the current render pipeline, contains a bind group layout at index 1 which is incompatible with the bind group layout associated with the bind group at 1 ``` ## Solution - Fix the locations for skinned meshes in the wireframe shader - Add the morph key to the wireframe specialisation key - Morph the vertex in the wireframe shader https://github.com/bevyengine/bevy/assets/8672791/ce0a9584-bd28-4d74-9c3f-256602e6fac5
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Labels
A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
P-Crash
A sudden unexpected crash
Bevy version
0.9.0
[Optional] Relevant system information
If you cannot get Bevy to build or run on your machine, please include:
cargo --version
)What you did
Enable wireframe for models loaded from
robot.glb
.What went wrong
Application crashed.
Additional information
Error message is
Code is simple.
Here is the glb file which could trigger the crash.
robot.glb.zip
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