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Description
Bevy version
- Bevy 0.10.1
- Master at the time of writing (commit 9a3225d)
Relevant system information
- MacOS Monterey (does not happen on Ventura)
- WASM in Firefox, Chromium browsers, and Safari
Adapters: (happens with both)
AdapterInfo { name: "ANGLE (Intel Inc., Intel Iris Pro OpenGL Engine, OpenGL 4.1)", vendor: 32902, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Gl }
AdapterInfo { name: “Intel 945GM", vendor: 32902, device: 0, device_type: IntegratedGpu, driver: ““, driver_info: "", backend: Gl }
What you did
- Added a camera with an arbitrary orientation
- Added a directional light with an arbitrary orientation
Minimal Example:
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let sun_dir = Vec3::new(0.6, -0.5, 1.0).normalize();
let quat = Quat::from_rotation_arc(Vec3::Z, sun_dir);
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 10000.0,
..default()
},
transform: Transform::from_rotation(quat),
..default()
});
// cube
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::default(),
..default()
});
// camera
let mut camera = Camera3dBundle::default();
camera.transform = Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
commands.spawn(camera);
}
What went wrong
- The whole browser crashes
Additional information
- It is dependent on the orientation of both the camera and the directional light.
I was not able to precisely determine the correlation, it does not seem to be something simple like "whether or not the camera looks in the same direction" - The crash happens right after submitting the work to the GPU, so I think it's a driver crash
Activity