Second camera ToneMapping and/or RenderLayers impacts first camera #17530
Labels
A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
D-Shaders
This code uses GPU shader languages
D-Straightforward
Simple bug fixes and API improvements, docs, test and examples
S-Ready-For-Implementation
This issue is ready for an implementation PR. Go for it!
Bevy version
[Optional] Relevant system information
If you cannot get Bevy to build or run on your machine, please include:
Rust version:
cargo 1.83.0 (5ffbef321 2024-10-29)
cargo 1.85.0-nightly (769f622e1 2024-12-14)
OS: Debian Trixie,
uname -a Linux nevermore 6.11.9-amd64 #1 SMP PREEMPT_DYNAMIC Debian 6.11.9-1 (2024-11-17) x86_64 GNU/Linux
If your bug is rendering-related, copy the adapter info that appears when you run Bevy.
What you did
order: 1
and the second Camera toorder: 2
, so the second camera should be drawn over the first camera. Addclear_color: ClearColorConfig::None
to the second Camera.RenderLayers::from_layers(&[1,])
to make the overlay camera render different entities. There are none of those, of course, but that does not matter.Here is what I changed:
Interestingly, the issue is dependent on both
What went wrong
Expected:
Actual:
I am not certain whether this might be intended behavior somehow, but it is certainly not what I expected. My use-case will be to show a Menu overlaid over the Game Entities. Both cameras are supposed to apply the same effects. Muting the background could be nice, but I'd want to explicitly do that, not have it as a side effect of having an unused camera.
Additional information
Issues I've found that may or may not have anything to do with this at all:
bloom1.zip
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