Pixelated style with `RenderTarget`
Closed this issue · 10 comments
I'm trying to use this library with a RenderTarget
camera to achieve a pixelated style, but none of the meshes are showing up at all.
I'm using the camera from this example here: https://github.com/bevyengine/bevy/blob/release-0.13.1/examples/2d/pixel_grid_snap.rs.
Normal Mesh
es work just fine. If I replace it with the default camera, the Vello meshes also show up just fine.
This would be a nice feature, however at the moment, maybe we should focus more on the foundation first 🤣
Yeah, I wasn't asking for something built-in, just wondering why the plugin fails to work when used with a RenderTarget
camera. Is there something special going on with the render pipeline?
Yeah, we are using a custom render target for vello graphics (https://github.com/nixon-voxell/bevy_vello_renderer/blob/main/src/render_pipeline.rs)
let Ok((camera, view)) = q_camera.get_single() else {
return;
};
I'm guessing that this means that the vello renderer only works for single-camera setups? That's a pretty big oof for anyone working with multiple cameras.
true, this could be solve by simply using a for loop, however, I feel like some stuff are still necessary maybe
- defining which Vello objects to render at which camera
- which camera can render Vello object
I have not used much multi cameras before, what do you think? or should we just render everything on every camera for now?
Shouldn't it render based on RenderLayers
? So if the vello entity contains a RenderLayers::layer(1)
component, it should only render to cameras from the same layer etc.
ahh that makes sense now, thanks for pointing that out :D
@musjj We are now using bevy_vello as our backend. I think this issue can be up-streamed into their repo.
Looks like it's already handled by this issue: linebender/bevy_vello#58
It's funny that both implementations ended up facing the exact same issue :p
Should this be closed?
Yeah we can close it for now.