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MeshletMesh not writing to the depth prepass #13813

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JMS55 opened this issue Jun 11, 2024 · 0 comments · Fixed by #13816
Closed

MeshletMesh not writing to the depth prepass #13813

JMS55 opened this issue Jun 11, 2024 · 0 comments · Fixed by #13816
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
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@JMS55
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JMS55 commented Jun 11, 2024

Bevy d659a1f7d506c5c6eba9dfe2a6e878a8c72ecef6.

Since we're binding the material depth as the depth buffer during the meshlet prepass material shading (same for deferred probably), we never write to the prepass depth texture.

We should do a texture copy in the meshlet prepass/deferred node from the view depth to the prepass depth.

EDIT: This issue is wrong, the way the depth prepass is setup means it'll work out. The linked PR fixes an unrelated bug that made it seem like this was the issue.

@JMS55 JMS55 added C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled A-Rendering Drawing game state to the screen and removed S-Needs-Triage This issue needs to be labelled labels Jun 11, 2024
@JMS55 JMS55 added this to the 0.14 milestone Jun 11, 2024
github-merge-queue bot pushed a commit that referenced this issue Jun 21, 2024
* Fixes #13813
* Fixes #13810

Tested a combined scene with both regular meshes and meshlet meshes
with:
* Regular forward setup
* Forward + normal/motion vector prepasses
* Deferred (with depth prepass since that's required) 
* Deferred + depth/normal/motion vector prepasses

Still broken:
* Using meshlet meshes rendering in deferred and regular meshes
rendering in forward + depth/normal prepass. I don't know how to fix
this at the moment, so for now I've just add instructions to not mix
them.
mockersf pushed a commit that referenced this issue Jun 21, 2024
* Fixes #13813
* Fixes #13810

Tested a combined scene with both regular meshes and meshlet meshes
with:
* Regular forward setup
* Forward + normal/motion vector prepasses
* Deferred (with depth prepass since that's required) 
* Deferred + depth/normal/motion vector prepasses

Still broken:
* Using meshlet meshes rendering in deferred and regular meshes
rendering in forward + depth/normal prepass. I don't know how to fix
this at the moment, so for now I've just add instructions to not mix
them.
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Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
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