Comments (3)
Hmm, very interesting. I'm on macOS and I have occasionally noticed issues where when the window is created it doesn't render correctly and runs at a very fast framerate. But it doesn't crash.
I think my issue and yours are related. I think it has something to do with the way bevy interacts with the winit event loop (how systems are run and thus pixels rendering is triggered). Given how bevy currently works there is no way for this to be fixed right now. I've attempted a fix here, but it was not really sufficient.
Bevy 0.6 separated rendering from the app systems, but this has not been exposed for plugins yet. This would hopefully allow my to fix the issues that might be caused by the winit event loop.
All this being said, I've noticed there is this issue on bevy that looks similar to your issue. Could be your Nvidia drivers?
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Thanks for the reply! I see that forgot to mention that I am using windows.
But more importantly I forgot to read your readme properly.. I didn't add the "default_features = false" in the toml file. I can run your minimal.rs, so all is good now. Excuse my incompetence.
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No worries. Glad you could get it working.
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Related Issues (12)
- Example not working : the square doesn't move HOT 4
- Timeline for multiple windows support? Any work-around in the meantime? HOT 5
- WASM compatibility? HOT 2
- Disabling default features still leads to dependency conflict HOT 3
- Bevy 0.10 support HOT 6
- Is this usable with shaders? HOT 3
- Need maintenance help? HOT 2
- Possible memory leak on windows. HOT 2
- update to bevy 0.6 HOT 1
- Example of bevy_pixels power with pixel collision HOT 3
- Build failure after adding bevy_pixels to project. HOT 4
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