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rornic avatar rornic commented on May 27, 2024

I'm seeing the same error message using a PbrBundle with and without the extra bevy_render dependency.

Bevy 0.13.2

System info:

2024-05-04T18:11:11.728782Z  INFO bevy_render::renderer: AdapterInfo { name: "NVIDIA GeForce RTX 2060", vendor: 4318, de
vice: 7944, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "552.12", backend: Vulkan }
2024-05-04T18:11:13.088476Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Wi
ndows 10 Home", kernel: "19045", cpu: "AMD Ryzen 7 1700 Eight-Core Processor", core_count: "8", memory: "15.9 GiB" }

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rornic avatar rornic commented on May 27, 2024

I played around with this a bit more and got it to start up by explicitly setting my rendering backend to OpenGL - it renders fine but with a bunch of errors.

2024-05-05T09:40:20.754652Z ERROR log: wgpu-hal heuristics assumed that the view dimension will be equal to `D2` rather than `D2Array`.
`D2` textures with `depth_or_array_layers == 1` are assumed to have view dimension `D2`
`D2` textures with `depth_or_array_layers > 1` are assumed to have view dimension `D2Array`
`D2` textures with `depth_or_array_layers == 6` are assumed to have view dimension `Cube`
`D2` textures with `depth_or_array_layers > 6 && depth_or_array_layers % 6 == 0` are assumed to have view dimension `CubeArray`

Powershell:

$Env:WGPU_BACKEND="opengl"

It continues to fail as before if I explicitly set the backend to vulkan and dx12.

@jimvdl can you see if that makes any difference for you?

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jimvdl avatar jimvdl commented on May 27, 2024

For me no rendering happens, I have roughly the same errors but my GPU doesn't have full OpenGL support (it seems)

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rornic avatar rornic commented on May 27, 2024

I got to the bottom of the error on my end. I was working on migrating an old project over to bevy -- I hadn't realised it was on 2018 Rust edition.

Upgrading to 2021 fixed it for me.

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ozer avatar ozer commented on May 27, 2024

I'm also having the same problem on my Apple machine, it panics as shared above. The issue does not occur if I spawn only the camera or the ground but occurs when I spawn both of them. I'm also new to Bevy and the game development so, got no clues here.

Rust version: 1.78.0

2024-05-09T09:59:35.817984Z  INFO bevy_render::renderer: AdapterInfo { name: "Apple M2 Pro", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
2024-05-09T09:59:36.299343Z  INFO bevy_winit::system: Creating new window "App" (0v1)
2024-05-09T09:59:36.335828Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "MacOS 14.4.1 ", kernel: "23.4.0", cpu: "Apple M2 Pro", core_count: "12", memory: "32.0 GiB" }

Cargo.toml

[package]
name = "agustos"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = { version = "0.13.2", features = ["default"] }

main.rs

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, (spawn_camera, create_ground))
        .run();
}

pub fn spawn_camera(mut commands: Commands) {
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(-2., 2.5, 5.0)
                .looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        }
    ));
}


pub fn create_ground(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let floor = PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
        material: materials.add(Color::DARK_GREEN),
        ..default()
    };
    commands.spawn(floor);
}

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