#headless_renderer example - why are the dimensions not flexible?

3 messages · Page 1 of 1 (latest)

green acorn
#

Hello all - I am taking a look at the new headless_renderer example in the repo: https://github.com/bevyengine/bevy/blob/main/examples/app/headless_renderer.rs

I have a use case where I would need to set the dimensions of the output image based on something outside of bevy. However, just changing the width by 1 or 2 (on line 69 in the AppConfig struct) results in output that is garbled/misaligned (examples attached).

I sort of suspected that this had to do with bevy's default output, which doesn't match the resolution in the example but does have the same aspect ratio. So I changed the primary_window in WindowPlugin from None to a window with the config-defined dimensions:

primary_window: Some(Window {
  resolution: WindowResolution::new(config.width as f32, config.height as f32),
  ..default()
}),

...but it didn't change the output at all (and in fact no window appears, I assume because the camera's target is still set to a texture). I also tried changing the width by increments of 4, 8, etc, in case it was some bit encoding issue I was missing but still no luck.

Is there something I'm overlooking here? Somewhere else where the aspect ratio is hard-coded?

Thanks.

GitHub

A refreshingly simple data-driven game engine built in Rust - bevyengine/bevy

rotund acorn
#

Well, I can confirm this behavior. I think this is a bug. I'd suggest submitting an issue on github.

#

It does work with dimension {960, 540} and {960, 960} for instance.