Configurable camera color, depth-stencil texture + transient MSAA tracking issue
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 171
Description
- [x] Specialize pipelines according to color format: [#23734](https://github.com/bevyengine/bevy/pull/23734)
- [ ] Decouple main texture size from the upscaled size. Render to the entire main texture then upscale it to viewport region: [#25226](https://github.com/bevyengine/bevy/pull/25226)
- [ ] Expose camera color target settings: [#24280](https://github.com/bevyengine/bevy/pull/24280) (blocked by [#25226](https://github.com/bevyengine/bevy/pull/25226))
- [ ] Merge main passes so that transient MSAA texture and transient depth texture is possible: [#25203](https://github.com/bevyengine/bevy/pull/25203) (blocked by [#25201](https://github.com/bevyengine/bevy/pull/25201))
- [x] Handle depth/stencil view of depth texture and prepass depth texture: [#24725](https://github.com/bevyengine/bevy/pull/24725)
- [ ] Specialize pipelines according to depth format and expose camera depth settings: [#21493](https://github.com/bevyengine/bevy/pull/21493) (needs to be adopted)
Contributor guide
Research direction
This is a rendering roadmap tracking unchecked work in PRs #25226, #24280, #25203, #25201, and #21493; start by reviewing those PRs and their blockers. Done means completing the applicable unchecked checklist items for configurable camera targets, transient MSAA/depth textures, and depth-format specialization.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Active
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100