Visibility Range example doesn't work in webgl2
- Dominant language
- Rust
- Stars
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- Merged PRs (30d)
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Description
## Bevy version and features
- 0.17
## What you did
Open the visibility range example in a chromium browser
## What went wrong
The helmet doesn't render and the console shows this error:
```
wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline, label = 'pbr_opaque_mesh_pipeline'
Error matching ShaderStages(VERTEX) shader requirements against the pipeline
Shader global ResourceBinding { group: 0, binding: 14 } is not available in the pipeline layout
Buffer structure size 1024, added to one element of an unbound array, if it's the last field, ended up greater than the given `min_binding_size`, which is 16
```
## Additional information
The example does work with webgpu or when ran natively so the issue is apparently with feature detection when running with webgl2.
Contributor guide
Research direction
Start by running the visibility range example in a Chromium browser with WebGL2 and compare the result with WebGPU or a native run. Trace the feature detection and render-pipeline setup implicated by the validation error; done means the helmet renders without the reported pipeline-layout error.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100