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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behavior
Description
Bevy version
0.9 and main
What you did
In the split_screen example:
- Enable hdr on both cameras (enabling hdr only on one also breaks bevy, but this is a separate issue).
- Add
BloomSettings::default()to the left camera - Use an emissive color for the plane
I would have expected the left viewport to have bloom applied to it.
What went wrong
The bloom effect does not appear in the left viewport.
As you can see here, the bloom effect is indeed computed and generated correctly, but once it gets to the final upscaling pass, the texture modified by the post process is not used as an input.

I haven't investigated more than that, but it seems like the upscaling node is using the wrong texture when using multiple viewports combined with post processing.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behavior

