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update mesh with insert_attributeMesh::ATTRIBUTE_POSITION, to the snapped cursor position on an event that fires when this position changes. Uses a custom pipeline.
What went wrong
After some troubleshooting I've determined that mesh updates with custom pipeline is not rendered until next frame. This usually isn't noticeable, but when combined with grid snapping and events, will always be lagging behind correctly rendered elements.
briefly, the red square is a quad which transform is updated to the snapped cursor position. The green triangle has a point in the mesh which is updated to the snapped cursor position. The white line has a point which is updated to do the same, and is rendered through a custom pipeline. Position updates happen upon an event generated when the snapped cursor position changes.
The updated mesh is not drawn until the next event, at which point the newly rendered mesh is outdated. Moving the camera does not rectify the rendered shapes.
A minimal program reproducing this problem is included as the sole example in this branch (cargo run --example scratch) which was used to produce the screenshot above.
The text was updated successfully, but these errors were encountered:
Bevy version
0.13.2
If your bug is rendering-related, copy the adapter info that appears when you run Bevy.
AdapterInfo { name: "NVIDIA GeForce RTX 2060 with Max-Q Design", vendor: 4318, device: 7954, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "517.00", backend: Vulkan }
What you did
update mesh with
insert_attribute
Mesh::ATTRIBUTE_POSITION
, to the snapped cursor position on an event that fires when this position changes. Uses a custom pipeline.What went wrong
After some troubleshooting I've determined that mesh updates with custom pipeline is not rendered until next frame. This usually isn't noticeable, but when combined with grid snapping and events, will always be lagging behind correctly rendered elements.
briefly, the red square is a quad which transform is updated to the snapped cursor position. The green triangle has a point in the mesh which is updated to the snapped cursor position. The white line has a point which is updated to do the same, and is rendered through a custom pipeline. Position updates happen upon an event generated when the snapped cursor position changes.
The updated mesh is not drawn until the next event, at which point the newly rendered mesh is outdated. Moving the camera does not rectify the rendered shapes.
Additional information
https://github.com/ua-kxie/circe/tree/bevy-dev
A minimal program reproducing this problem is included as the sole example in this branch (
cargo run --example scratch
) which was used to produce the screenshot above.The text was updated successfully, but these errors were encountered: