bevyengine / bevyengine/bevy

Shadow maps are not rendered on the first frame

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#6,747 5 comments 2 reactions 0 assignees View on GitHub
A-Rendering C-Bug S-Needs-Investigation
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Rust
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Description

## Bevy version

3827316100845a00eba90c3623709f06c8de27ad

```ignore
AdapterInfo { name: "Apple M1 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
```

## What you did

Started up one of the built in examples (e.g. `3d_scene`)

## What went wrong

Shadows were not visible for the first frame.

## Additional information

**Discord Link:** https://discord.com/channels/691052431525675048/743663924229963868/1045464392877224006

tl;dr:

- @alice-i-cecile pointed out that this is likely a system ordering issue;
- @djeedai had coincidentally pointed out right before that [light views are seemingly being extracted in the prepare phase instead of extract phase](https://discord.com/channels/691052431525675048/743663924229963868/1045446071947636837) and that this could be the specific cause of this ~~single frame delay~~; Edit: Maybe unrelated? See comment below
- ~~This likely also means that for _moving_ light sources the view the shadow map is rendered from will be one frame behind, potentially producing strange results.~~ Edit: This is not the case, just confirmed.

Video of me scrubbing footage from an example from #6412 (but this happens to other examples that have shadows as well)

https://user-images.githubusercontent.com/418473/203872986-4dedbc79-fcf5-44d2-b6d6-2aa20e22b39a.mov

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