Depth texture overflows device limits #4869
Labels
A-Rendering
Drawing game state to the screen
A-Windowing
Platform-agnostic interface layer to run your app in
C-Bug
An unexpected or incorrect behavior
O-Web
Specific to web (WASM) builds
Bevy version
0.8.0-dev (d353fbc)
Operating system & version
Chrome 101 + Android 8 (LG G8 ThinQ)
What you did
What you expected to happen
I expected to be able to view the examples
What actually happened
The render pipeline failed to initialize the depth buffer texture. It tried creating a texture larger than my device's limits:
Additional information
My phone's physical resolution is 3120x1440 so I'm not sure why winit is giving Bevy such a large scaling factor. Maybe this is a winit issue?
But even so, if winit is passing an impossible scale factor maybe the renderer should be able to handle it?
When I add:
It gets rid of the texture size limitation but totally messes up canvas sizing/resizing:
other questions
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