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Pipelined Rendering: App crashes when there is no camera #3043

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@cart

Crashes with the following:

Oct 28 16:01:38.927 ERROR present_frames: wgpu_core::present: No work has been submitted for this frame    
Oct 28 16:01:38.932 ERROR present_frames: wgpu_core::present: No work has been submitted for this frame    
thread 'main' panicked at 'Failed to acquire next swap chain texture!: Timeout', pipelined/bevy_render2/src/view/window.rs:151:24

We should choose one of the following behaviors:

  1. Don't call "present" when there is nothing to draw for a camera
  2. Run a "clear color" pass anyway.

We should also print an error (once) when a camera is missing.

Activity

  1. added
    C-BugAn unexpected or incorrect behavior
    A-RenderingDrawing game state to the screen
    on Oct 28, 2021
  2. added this to the Bevy 0.6 milestone on Oct 28, 2021
  3. louiidev commented on Oct 29, 2021

    @louiidev
    Contributor

    Hey @cart, can I pick this one up?

  4. mockersf commented on Oct 29, 2021

    @mockersf
    Member

    Not Cart, but yes please do! Be sure to fix it in pipelined-rendering branch, in pipelined/bevy_render2, not in crates/bevy_render

  5. louiidev commented on Oct 29, 2021

    @louiidev
    Contributor

    Not Cart, but yes please do! Be sure to fix it in pipelined-rendering branch, in pipelined/bevy_render2, not in crates/bevy_render

    thanks for the heads up

  6. cart commented on Nov 2, 2021

    @cart
    MemberAuthor

    Yup definitely feel free to pick this up. Sorry for the delay!

  7. Davier commented on Nov 5, 2021

    @Davier
    Contributor

    This panic also occurs for me in the pipelined_texture_atlas when compiled in debug mode (even though there is a camera). I believe it's fine in release mode because the texture is loaded in less than a few frames, so that there is something to draw.

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