CesiumGS / CesiumGS/cesium-unity
Increasing memory usage when switching to 2D viewing in the editor window (RenderingCommandBuffer: invalid pass index 1(and 2 and 3) in DrawMesh)
- Dominant language
- C#
- Stars
- 535
- Forks
- 132
- Avg merge
- 6h 45m
- Merged PRs (30d)
- 1
Description
Hi,
I've noticed that when switching to 2D render mode in the editor window, memory usage spikes and starts climbing endlessly. 3 errors are displayed in the console window upon first time switching to 2D view mode:
RenderingCommandBuffer: invalid pass index 1 in DrawMesh
RenderingCommandBuffer: invalid pass index 2 in DrawMesh
RenderingCommandBuffer: invalid pass index 3 in DrawMesh
I'm guessing this happens whenever the globe is rendered in isometric mode (since there's no really such a thing as 2D in Unity), and therefore might happen in play mode (and eventually in a build), but I'm yet to check. Anyway, this issue could be countered by disabling the globe's object, thus making it not-render, but I still thought you should know.
BTW to reproduce this, simply open the full globe scene in the sample project, press the 2D render mode in the editor view port, and watch the RAM usage climb in task manager.
Tested on Unity 2021.3.16f and 2021.3.10f
Thanks
Contributor guide
Research direction
Reproduce the issue in the full globe scene from the sample project by switching the editor viewport to 2D mode. Monitor RAM usage and the console for the three invalid pass index errors, then verify that switching modes no longer causes memory usage to climb or those errors to appear.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100