Skip to content

Post processing doesn't work correctly when using multiple viewports #7435

@IceSentry

Description

@IceSentry

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

image

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.
image

image

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.

Metadata

Metadata

Assignees

No one assigned

    Labels

    A-RenderingDrawing game state to the screenC-BugAn unexpected or incorrect behavior

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions