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Manually created meshes are oriented wrong on pipelined-rendering #3030
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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
running on commit 9f47697
Operating system & version
Arch Linux
What you did
Generate a Mesh with a single triangle, using render2 and pbr2.
A snippet can be seen here.
vertices.push([0.0, 0.0, 0.0]);
vertices.push([50.0, 0.0, 0.0]);
vertices.push([0.0, 100.0, 0.0]);
indices.push(0);
indices.push(1);
indices.push(2);Using a camera with the following transform to look at it:
Transform::from_xyz(0.0, 30.0, 100.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),What you expected to happen
I expected the triangle to be perpendicular to the X,Z plane and having a face towards +Z. Like so:

An minimal example of this can be found here: https://github.com/sweepline/bevy-mesh-bug/tree/working-main
What actually happened
The triangle is positioned flatly on the X,Z plane facing towards +Y. Like so:

An minimal example of this can be found here: https://github.com/sweepline/bevy-mesh-bug/tree/master
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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