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Sprite in bloom_2d
example is not rendered
#17763
Comments
Screencast_20250210_201711.webm |
I don't think we expect to be flipping the main_texture_a/b between the main passes (we don't for 3d, and the flip-flopping is for post-processing so we don't have to allocate new textures for every pass). |
# Objective Allow switching through available Tonemapping algorithms on `bloom_2d` example to compare between them ## Solution Add a resource to `bloom_2d` that holds current tonemapping algorithm, a method to get the next one, and a check of key press to make the switch ## Testing Ran `bloom_2d` example with modified code ## Showcase https://github.com/user-attachments/assets/920b2d6a-b237-4b19-be9d-9b651b4dc913 Note: Sprite flashing is already described in #17763
Fix #17763. Attachment info needs to be created outside of the command encoding task, as it needs to be part of the serial node runners in order to get the ordering correct.
confirmed the fix on d41de7f |
Fix bevyengine#17763. Attachment info needs to be created outside of the command encoding task, as it needs to be part of the serial node runners in order to get the ordering correct.
Bevy version
main, bisected to #17735
Relevant system information
SystemInfo { os: "macOS 15.3 Sequoia", kernel: "24.3.0", cpu: "Apple M4 Max", core_count: "16", memory: "64.0 GiB" }
AdapterInfo { name: "Apple M4 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
But this also reproduces in CI in the example report.
What you did
cargo run --example bloom_2d
What went wrong
The bevy logo sprite that should be displayed in the center of the screen is not.
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