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[Merged by Bors] - fix multiple_windows example #4389

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jakobhellermann
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@jakobhellermann jakobhellermann commented Apr 1, 2022

The example was broken in #3635 when the ActiveCamera logic was introduced, after which there could only be one active Camera3d globally.
Ideally there could be one Camera3d per render target, not globally, but that isn't the case yet.

To fix the example, we need to

  • don't use Camera3d twice, add a new SecondWindowCamera3d marker
  • add the CameraTypePlugin::<SecondWindowCamera3d>
  • extract the correct RenderPhases
  • add a 3d pass driver node for the secondary camera

Fixes #4378

@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Apr 1, 2022
@jakobhellermann jakobhellermann added C-Bug An unexpected or incorrect behavior C-Examples An addition or correction to our examples and removed S-Needs-Triage This issue needs to be labelled labels Apr 1, 2022
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cart commented Apr 1, 2022

bors r+

bors bot pushed a commit that referenced this pull request Apr 1, 2022
The example was broken in #3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally.
Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet.

To fix the example, we need to
- don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker
- add the `CameraTypePlugin::<SecondWindowCamera3d>`
- extract the correct `RenderPhase`s
- add a 3d pass driver node for the secondary camera

Fixes #4378

Co-authored-by: Jakob Hellermann <[email protected]>
@bors bors bot changed the title fix multiple_windows example [Merged by Bors] - fix multiple_windows example Apr 1, 2022
@bors bors bot closed this Apr 1, 2022
aevyrie pushed a commit to aevyrie/bevy that referenced this pull request Jun 7, 2022
The example was broken in bevyengine#3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally.
Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet.

To fix the example, we need to
- don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker
- add the `CameraTypePlugin::<SecondWindowCamera3d>`
- extract the correct `RenderPhase`s
- add a 3d pass driver node for the secondary camera

Fixes bevyengine#4378

Co-authored-by: Jakob Hellermann <[email protected]>
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
The example was broken in bevyengine#3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally.
Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet.

To fix the example, we need to
- don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker
- add the `CameraTypePlugin::<SecondWindowCamera3d>`
- extract the correct `RenderPhase`s
- add a 3d pass driver node for the secondary camera

Fixes bevyengine#4378

Co-authored-by: Jakob Hellermann <[email protected]>
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multiple_windows does not render in secondary window
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