bevyengine / bevyengine/bevy

Configurable camera color, depth-stencil texture + transient MSAA tracking issue

Open
#25,611 0 comments 1 reaction 0 assignees View on GitHub
A-Rendering C-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

Open the contributing 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

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