Set scissor on upscale to match camera viewport#14287
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mockersf merged 5 commits intobevyengine:mainfrom Jul 20, 2024
Merged
Set scissor on upscale to match camera viewport#14287mockersf merged 5 commits intobevyengine:mainfrom
mockersf merged 5 commits intobevyengine:mainfrom
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By setting the gpu scissor on views that have a configured viewport, we can avoid the need to set complicated clear color configs. This is particularly helpful if the user is using mixed hdr (or msaa in the future).
This was referenced Jul 19, 2024
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# Objective When the user renders multiple cameras to the same output texture, it can sometimes be confusing what `ClearColorConfig` is necessary for each camera to avoid overwriting the previous camera's output. This is particular true in cases where the user uses mixed HDR cameras, which means that their scene is being rendered to different internal textures. ## Solution When a view has a configured viewport, set the GPU scissor in the upscaling node so we don't overwrite areas that were written to by other cameras. ## Testing Ran the `split_screen` example.
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# Objective When the user renders multiple cameras to the same output texture, it can sometimes be confusing what `ClearColorConfig` is necessary for each camera to avoid overwriting the previous camera's output. This is particular true in cases where the user uses mixed HDR cameras, which means that their scene is being rendered to different internal textures. ## Solution When a view has a configured viewport, set the GPU scissor in the upscaling node so we don't overwrite areas that were written to by other cameras. ## Testing Ran the `split_screen` example.
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Objective
When the user renders multiple cameras to the same output texture, it can sometimes be confusing what
ClearColorConfigis necessary for each camera to avoid overwriting the previous camera's output. This is particular true in cases where the user uses mixed HDR cameras, which means that their scene is being rendered to different internal textures.Solution
When a view has a configured viewport, set the GPU scissor in the upscaling node so we don't overwrite areas that were written to by other cameras.
Testing
Ran the
split_screenexample.