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Screenshot does not contains the bevy_egui
GUI in 0.15 anymore
#16689
Comments
#14833 is the most likely candidate. |
Is there anything I can do on the let res = RenderGraphRunner::run(
graph,
render_device.clone(), // TODO: is this clone really necessary?
diagnostics_recorder,
&render_queue.0,
&render_adapter.0,
world,
|encoder| {
crate::view::screenshot::submit_screenshot_commands(world, encoder);
crate::gpu_readback::submit_readback_commands(world, encoder);
},
); the last lambda is passed as the Or maybe /// Note: this will not always be the swap chain texture view. When taking a screenshot,
/// this will point to an alternative texture instead to allow for copying the render result
/// to CPU memory.
pub swap_chain_texture_view: Option<TextureView>, Or this is something that needs to be fixed just on the Bevy's end... Anyone's help with an understanding of render systems would be really welcome! Thank you. |
This is my expectation, but I'm far from a rendering expert. It feels like you're stepping outside of Bevy's preferred rendering model by doing that. |
Bevy version
0.15
What you did
I ported my application to Bevy 0.15. Now the screenshot does not contains the
bevy_egui
GUI anymore. It did in Bevy 0.14.What went wrong
I was expecting the screenshot to capture everything in the primary window like it was in 0.14.
Additional information
I tried to change the system order to make sure the command to spawn the
Screenshot
component was done after drawing the GUI and after somebevy_egui
internal systems, and every order I thought could fix the issue but without any luck.I also opened a
bevy_egui
issue thinking this might be a issue related to this plugin: vladbat00/bevy_egui#329I do not know what to try or what to look for in order to try new workaround. Any suggestion is welcome.
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