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Sprite in bloom_2d example is not rendered #17763

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rparrett opened this issue Feb 9, 2025 · 4 comments · Fixed by #18306
Closed

Sprite in bloom_2d example is not rendered #17763

rparrett opened this issue Feb 9, 2025 · 4 comments · Fixed by #18306
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
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@rparrett
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rparrett commented Feb 9, 2025

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.

@rparrett rparrett added C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled labels Feb 9, 2025
@mockersf mockersf added this to the 0.16 milestone Feb 9, 2025
@rparrett rparrett added the A-Rendering Drawing game state to the screen label Feb 10, 2025
@hukasu
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hukasu commented Feb 10, 2025

disabling tonemapping causes the sprite to show

Image

@hukasu
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hukasu commented Feb 10, 2025

Screencast_20250210_201711.webm

@Elabajaba
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main_opaque_pass_2d writes to main_texture_sampled and main_texture_a, then main_transparent_pass_2d writes to main_texture_sampled and main_texture_b, but then the first bloom pass takes in main_texture_a.

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).

github-merge-queue bot pushed a commit that referenced this issue Feb 11, 2025
# 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
@TimJentzsch TimJentzsch added S-Needs-Investigation This issue requires detective work to figure out what's going wrong and removed S-Needs-Triage This issue needs to be labelled labels Feb 16, 2025
@JMS55 JMS55 removed the S-Needs-Investigation This issue requires detective work to figure out what's going wrong label Mar 14, 2025
github-merge-queue bot pushed a commit that referenced this issue Mar 15, 2025
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.
@hukasu
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hukasu commented Mar 15, 2025

confirmed the fix on d41de7f

joshua-holmes pushed a commit to joshua-holmes/bevy that referenced this issue Mar 24, 2025
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.
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Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior
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6 participants