Improper batching of non-mesh phase items. #14295
Labels
A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
P-Regression
Functionality that used to work but no longer does. Add a test for this!
Bevy version
v0.14.0
What you did
Run
bevy_vector_shapes
examples with all features enabled.What went wrong
The
batch_range
of custom phase items was being trampled causing failure to render, upon investigation I discovered that this was happening in thegpu_preprocessing
variant ofbatch_and_prepare_sorted_render_phase
. The result is non-deterministic due to system ordering.When
GFBD::get_index_and_compare_data()
returnsNone
it should skip batching for that item in it's entirety as it may already be being batched by some other pipeline. Thebatch_range
of those items should not be modified.I was able to mitigate the issue in the repro I have by adding this at line 426:
There may be a more appropriate way to handle this in the context of mesh batching at large but the current behavior is definitely incorrect.
Additional information
Original bug: james-j-obrien/bevy_vector_shapes#42
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