#WGPU panics when using new HDR
11 messages · Page 1 of 1 (latest)
Thanks
what are you rendering / are you using a plugin?
Yes. DefaultPlugins
do you have custom pipelines?
Don't have
could you share more of your code to find which pipeline isn't specialized?
Sure. Ask me anything. I set those plugins and nothing else that could be related to the pipeline settings
use bevy::{prelude::*, diagnostic::FrameTimeDiagnosticsPlugin, window::PresentMode};
use super::{*, actor::ActorPlugins, input::InputPlugin, asset_plugin::AssetPlugin, load::LoadingPlugin};
use crate::{helpers::def_window_params, states::AppState};
// use bevy_render::texture::ImageSettings;
pub struct DecayEnginePlugin;
impl Plugin for DecayEnginePlugin {
fn build(&self, app: &mut App) {
// Base
// Resources
app.add_state(AppState::Loading)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
present_mode: PresentMode::Fifo,
resizable: true,
title: "DECAY_RACE".to_string(),
..Default::default()
},
..Default::default()
}))
// .add_plugin(ImagePlugin::default_nearest())
.insert_resource(ClearColor(Color::rgb(0.8, 0.8, 0.8)))
// .add_plugin(LoadingPlugin)
.add_plugin(AssetPlugin)
// Sub-plugins
// pre-update
.add_plugin(InputPlugin)
.add_plugin(PhysicsStatePlugin)
.add_plugin(ActorPlugins)
.add_plugin(PhysicsPlugin)
.add_plugin(WorldPlugin)
.add_plugin(AnimationPlugin)
// post-update
.add_plugin(UiPlugin)
.add_plugin(CamPlugin);
#[cfg(debug_assertions)]
app.add_plugin(DebugBuildPlugin);
}
}```
Any tips how to set up such a pipeline?
are any of those plugins third party crates that might be setting up custom pipelines?
I gave a quick look at Bevy builtin pipelines, they all seem correctly configured. it's still possible it could be missing in some case, but that's going to be impossible to tell without either your full code or a minimal reproducer