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Rendering breaks when used with bevy_webgl2 #103
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Given the latest news about the new renderer, I think it's best to wait for it, especially because However, if someone wants to fix this now, feel free to make a PR. |
After spending too long fiddling around, I have no solutions but will say that I was wrong in including those warning messages. I don't see them in the first test scenario, so they appear to be unrelated. |
I was able to reproduce this. However, the main issue seems to be that There does seem to be some sort of issue when mixing in |
It seems bit odd, because it's my understanding that But the steps of
Seem to get me
And explicitly specifying
Makes things work
|
I'm running the setup system from the readme example along with the bevy_webgl2_app_template.
In the native build, the shape renders properly.
In the wasm build, the shape is not visible on screen.
For giggles, we can add the shape to the webgl2 template scene. In native, the shape cuts the cube and plane in half as expected. In the wasm build, nothing renders at all!
For completeness, I've tested in Firefox and Edge.
When the shape is included, I see the following warning in the Edge console:
[.WebGL-0000177809F82080] GL_INVALID_OPERATION: It is undefined behaviour to have a used but unbound uniform buffer.
and in the Firefox console:
WebGL warning: drawElementsInstanced: Buffer for uniform block is smaller than UNIFORM_BLOCK_DATA_SIZE.
Though to be honest I don't know if these are relevant.
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