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Headless rendering to images #22
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It definitely does: https://github.com/mrk-its/bevy/tree/render_to_texture and https://github.com/rmsc/bevy/tree/render_to_file. There are however a few open questions, namely:
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Complete! See #1927. |
Not really. It's not possible to render to an image file as the issue was saying |
I made a little example of this awhile back. If it would be helpful, I could update it.
Are we looking for an example or a test here? |
Nice! Ideally we would need to have a nice api in Bevy to:
It could maybe be a more "hardcoded" capture plugin as you have in your example, that could already be useful... |
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@hymm does it work in headless mode? this issue was kept for that |
probably not. will reopen. edit: saw this message #7163 (comment) and thought it was fixed. |
Hello! Would this also cover the case where a pure headless pipeline could be built by outputting to a OpenGL (or Vulkan) texture? Specifically, I am looking to do something like
Where Texture is a native (OpenGL, Vulkan) texture that can be fed into Bevy and then I can get a native texture out of Bevy (I expect there to be some manual wgpu steps involved, too). I guess wgpu needs to be able to handle native textures in / out (which I don't think it does currently). So for the Bevy part I think what's most important is to be able to render to a texture (and not be limited to an image on file). I already have custom, non-Bevy, pipeline doing this, but there are a lot of |
Hello! Is there any update on this? |
@jeertmans #5550 runs without a window. It may or may not be a helpful reference. |
Thanks, @DGriffin91! I'll take a look at it when I have some time :-) |
Fix occlusion culling (partially) and add meshlet bounding sphere debug viewer
# Objective Fixes #11457. Fixes #22. ## Solution Based on [another headless application](https://github.com/richardanaya/headless/) --- ## Changelog - Adopted to bevy 0.14 --------- Co-authored-by: BD103 <[email protected]> Co-authored-by: François Mockers <[email protected]>
The RenderGraph should already be able to handle headless rendering scenarios. The only missing pieces are:
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