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Pipelined Rendering: App crashes when there is no camera #3043
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Hey @cart, can I pick this one up? |
Not Cart, but yes please do! Be sure to fix it in |
thanks for the heads up |
Yup definitely feel free to pick this up. Sorry for the delay! |
This panic also occurs for me in the pipelined_texture_atlas when compiled in debug mode (even though there is a camera). I believe it's fine in release mode because the texture is loaded in less than a few frames, so that there is something to draw. |
# Objective - Rendering before MainPass should be possible, so clearing needs to happen in an earlier pass. - Fixes #3190. ## Solution - I added a "Clear" SubGraph, a "ClearPassNode" Node, that clears the color and depth attachments of all views and a "ClearNodeDriver" Node, that schedules the "ClearPassNode" before MainPass. - Make sure that the 2d and 3d draw passes do not clear their attachments anymore. ### Notes - It works in the way, that with the current pipeline examples nothing should have changed in their behaviour - I would like to add an example that adds a pass inbetween ClearPass and MainPass, but I do not understand enough about the new render architecture to do that yet - Clears all attachment for all views: I do not know enough about rendering in general to say, whether there is a use case for not clearing - Does not solve #3043 as we still need Cameras/ViewTargets to clear.
Crashes with the following:
We should choose one of the following behaviors:
We should also print an error (once) when a camera is missing.
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