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Support for more texture formats in RenderTarget::Image #6065

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paulkre opened this issue Sep 22, 2022 · 1 comment
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Support for more texture formats in RenderTarget::Image #6065

paulkre opened this issue Sep 22, 2022 · 1 comment
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A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use

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@paulkre
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paulkre commented Sep 22, 2022

Currently, it is possible to render the view of a camera to a texture, by setting its target to RenderTarget::Image. To do this, the target texture has to be in the format TextureFormat::Bgra8UnormSrgb.

I would like to use a different format like Rgba32Float for the target image, so that a pixel can contain values below the 256th percentile. As far as I know, WGPU already supports TextureUsages::RENDER_ATTACHMENT for most formats (incl. Rgba32Float). Is there a reason why Bevy only supports Bgra8UnormSrgb? And if so, is there a way to get around this requirement for special cases?

@paulkre paulkre added C-Feature A new feature, making something new possible S-Needs-Triage This issue needs to be labelled labels Sep 22, 2022
@Nilirad Nilirad added A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use and removed C-Feature A new feature, making something new possible S-Needs-Triage This issue needs to be labelled labels Sep 22, 2022
@paulkre
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paulkre commented Mar 6, 2023

Resolved in #6380.

@paulkre paulkre closed this as completed Mar 6, 2023
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A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use
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