Skip to content
Discussion options

You must be logged in to vote

We need to support every possible attribute value in mesh::set_attribute. The "position" attribute might expect a Vec<[f32;3]>, but the "uv" attribute expects a Vec<[f32;2]>. We accepted Vec<f32> because that is a valid attribute type (just not the right one for "position"). That being said, this should probably be a runtime warning / error. The rendering issue is probably because the shader consuming this expects a vec3 type, but the mesh is providing a float type. This is where the "mismatch" occurs and where the validation should happen. We should try to fix this in the upcoming renderer rework (slated to land in Bevy 0.6).

Replies: 1 comment

Comment options

You must be logged in to vote
0 replies
Answer selected by afonsolage
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Category
Q&A
Labels
None yet
2 participants