-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Headless rendering to images #22
Comments
It definitely does: https://github.com/mrk-its/bevy/tree/render_to_texture and https://github.com/rmsc/bevy/tree/render_to_file. There are however a few open questions, namely:
|
Complete! See #1927. |
Not really. It's not possible to render to an image file as the issue was saying |
I made a little example of this awhile back. If it would be helpful, I could update it.
Are we looking for an example or a test here? |
Nice! Ideally we would need to have a nice api in Bevy to:
It could maybe be a more "hardcoded" capture plugin as you have in your example, that could already be useful... |
|
@hymm does it work in headless mode? this issue was kept for that |
probably not. will reopen. edit: saw this message #7163 (comment) and thought it was fixed. |
Hello! Would this also cover the case where a pure headless pipeline could be built by outputting to a OpenGL (or Vulkan) texture? Specifically, I am looking to do something like
Where Texture is a native (OpenGL, Vulkan) texture that can be fed into Bevy and then I can get a native texture out of Bevy (I expect there to be some manual wgpu steps involved, too). I guess wgpu needs to be able to handle native textures in / out (which I don't think it does currently). So for the Bevy part I think what's most important is to be able to render to a texture (and not be limited to an image on file). I already have custom, non-Bevy, pipeline doing this, but there are a lot of |
Hello! Is there any update on this? |
@jeertmans #5550 runs without a window. It may or may not be a helpful reference. |
Thanks, @DGriffin91! I'll take a look at it when I have some time :-) |
Fix occlusion culling (partially) and add meshlet bounding sphere debug viewer
# Objective Fixes #11457. Fixes #22. ## Solution Based on [another headless application](https://github.com/richardanaya/headless/) --- ## Changelog - Adopted to bevy 0.14 --------- Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com> Co-authored-by: François Mockers <francois.mockers@vleue.com>
The RenderGraph should already be able to handle headless rendering scenarios. The only missing pieces are:
The text was updated successfully, but these errors were encountered: