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Pipelined Rendering: App crashes when there is no camera #3043
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:
Don't call "present" when there is nothing to draw for a camera
Run a "clear color" pass anyway.
We should also print an error (once) when a camera is missing.
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.
Activity
louiidev commentedon Oct 29, 2021
Hey @cart, can I pick this one up?
mockersf commentedon Oct 29, 2021
Not Cart, but yes please do! Be sure to fix it in
pipelined-renderingbranch, inpipelined/bevy_render2, not incrates/bevy_renderlouiidev commentedon Oct 29, 2021
thanks for the heads up
cart commentedon Nov 2, 2021
Yup definitely feel free to pick this up. Sorry for the delay!
Davier commentedon Nov 5, 2021
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.
Add a separate ClearPass (#3209)
Run a clear pass on Windows without any Views (#3304)