Open
Description
Bevy version
Latest main @ 12f71a8
[Optional] Relevant system information
2025-04-23T18:00:48.078539Z INFO log: SystemInfo { os: "Windows 10 Home", kernel: "19045", cpu: "Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz", core_count: "6", memory: "63.9 GiB" }
2025-04-23T18:00:48.408691Z INFO bevy_render::renderer: AdapterInfo { name: "NVIDIA GeForce GTX 1080 Ti", vendor: 4318, device: 6918, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "560.94", backend: Vulkan }
2025-04-23T18:00:48.632350Z INFO bevy_render::batching::gpu_preprocessing: GPU preprocessing is fully supported on this device.
What you did
Modify line 48 of example render_to_texture.rs
// This is the texture that will be rendered to.
let mut image = Image::new_fill(
size,
TextureDimension::D2,
&[0, 0, 0, 0],
TextureFormat::Bgra8UnormSrgb,
- RenderAssetUsages::default(),
+ RenderAssetUsages::RENDER_WORLD,
);
What went wrong
Although this example doesn't seem to be accessing the image from the CPU after creation:
With RenderAssetUsages::default()
(RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
) the image renders as expected:
But with only RenderAssetUsages::RENDER_WORLD
the cube in the first pass image isn't rendering correctly:
Additional information
More context where it was discovered in this PR: #17209 (comment)