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Crashes with throttling render assets #310
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Hi! Are you sure this is an issue with |
This doesn't actually cause a crash but it causes the window to not render. use bevy::prelude::*;
use bevy_egui::{EguiContexts, EguiPlugin};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(EguiPlugin)
// Systems that create Egui widgets should be run during the `CoreSet::Update` set,
// or after the `EguiSet::BeginPass` system (which belongs to the `CoreSet::PreUpdate` set).
.add_systems(Update, ui_example_system)
.run();
}
fn ui_example_system(mut contexts: EguiContexts, mut commands: Commands) {
commands.insert_resource( bevy::render::render_asset::RenderAssetBytesPerFrame::new(4096));
egui::Window::new("Hello").show(contexts.ctx_mut(), |ui| {
ui.label("world");
});
} This one causes it to crash use bevy::prelude::*;
use bevy_egui::{EguiContexts, EguiPlugin, EguiRenderToTextureHandle};
use wgpu_types::{Extent3d, TextureUsages};
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins);
app.add_plugins(EguiPlugin);
app.add_systems(Startup, setup_worldspace);
app.add_systems(Update, (update_screenspace, update_worldspace));
app.run();
}
fn update_screenspace(mut contexts: EguiContexts, mut commands: Commands) {
commands.insert_resource( bevy::render::render_asset::RenderAssetBytesPerFrame::new(4096));
egui::Window::new("Screenspace UI").show(contexts.ctx_mut(), |ui| {
ui.label("I'm rendering to screenspace!");
});
}
fn update_worldspace(
mut contexts: Query<&mut bevy_egui::EguiContext, With<EguiRenderToTextureHandle>>,
) {
for mut ctx in contexts.iter_mut() {
egui::Window::new("Worldspace UI").show(ctx.get_mut(), |ui| {
ui.label("I'm rendering to a texture in worldspace!");
});
}
}
fn setup_worldspace(
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut commands: Commands,
) {
let output_texture = images.add({
let size = Extent3d {
width: 256,
height: 256,
depth_or_array_layers: 1,
};
let mut output_texture = Image {
// You should use `0` so that the pixels are transparent.
data: vec![0; (size.width * size.height * 4) as usize],
..default()
};
output_texture.texture_descriptor.usage |= TextureUsages::RENDER_ATTACHMENT;
output_texture.texture_descriptor.size = size;
output_texture
});
commands.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0).mesh()),
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
base_color_texture: Some(Handle::clone(&output_texture)),
alpha_mode: AlphaMode::Blend,
// Remove this if you want it to use the world's lighting.
unlit: true,
..default()
}),
..default()
});
commands.spawn(EguiRenderToTextureHandle(output_texture));
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(1.5, 1.5, 1.5).looking_at(Vec3::new(0., 0., 0.), Vec3::Y),
..default()
});
} ( these are taken from your examples and just inserted the command ) |
Thank you for the example! I was able to reproduce the issue.
|
try
commands.insert_resource( bevy::render::render_asset::RenderAssetBytesPerFrame::new(4096), );
Result: crash
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