Loaded Mesh::new(PrimitiveTopology::TriangleList) disappear/appear randomly #9572
Labels
A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
S-Needs-Investigation
This issue requires detective work to figure out what's going wrong
Bevy version
0.11.2
[Optional] Relevant system information
If you cannot get Bevy to build or run on your machine, please include:
cargo --version
)If your bug is rendering-related, copy the adapter info that appears when you run Bevy.
AdapterInfo { name: "AMD Radeon RX 6650 XT (RADV NAVI23)", vendor: 4098, device: 29679, device_type: DiscreteGpu, driver: "radv", driver_info: "Mesa 23.1.5", backend: Vulkan }
You should also consider testing the examples of our upstream dependencies to help isolate any setup-specific issue:
wgpu
for rendering problemswinit
for input and window managementgilrs
for gamepad inputsWhat you did
Generated
What went wrong
Textured meshes on screen disappear/appear based on camera view.
(Please read Additional information, I would like to expand this section once I can reproduce the issue)
Additional information
I tried to reproduce this but to no success.. I isolated a minimal mesh display without textures, but there
I couldn't reproduce the issue. I am actually at a loss how to reproduce this, as the meshes are generated by a random function and it only seem to affect the meshes I manually add.
I would think it is related to frustum based display cuts, because the meshes disappearing are temporary, and only seems to do it if some part of them are out of the field of view. See screen below(relevant part is at bottom right):
Are there any tips on how can I reproduce the problem? I've set up an environment fairly isolated for this, so if I can reproduce it I'd be more than happy to post a minimal example of it, right now I'm just not sure about the next steps.
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