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# Objective Currently, Bevy only supports rendering to the current "surface texture format". This means that "render to texture" scenarios must use the exact format the primary window's surface uses, or Bevy will crash. This is even harder than it used to be now that we detect preferred surface formats at runtime instead of using hard coded BevyDefault values. ## Solution 1. Look up and store each window surface's texture format alongside other extracted window information 2. Specialize the upscaling pass on the current `RenderTarget`'s texture format, now that we can cheaply correlate render targets to their current texture format 3. Remove the old `SurfaceTextureFormat` and `AvailableTextureFormats`: these are now redundant with the information stored on each extracted window, and probably should not have been globals in the first place (as in theory each surface could have a different format). This means you can now use any texture format you want when rendering to a texture! For example, changing the `render_to_texture` example to use `R16Float` now doesn't crash / properly only stores the red component: ![image](https://user-images.githubusercontent.com/2694663/198140125-c606dd0e-6fdf-4544-b93d-dbbd10dbadd2.png) |
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