bevyengine / bevyengine/bevy

Rendering stuck on wrong camera target

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#6,848 2 comments 0 reactions 0 assignees View on GitHub
A-Rendering C-Bug
Dominant language
Rust
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Description

## Bevy version 0.9.0

## \[Optional\] Relevant system information

```
AdapterInfo { name: "Intel(R) HD Graphics 4000 (IVB GT2)", vendor: 32902, device: 358, device_type: IntegratedGpu, driver: "Intel open-source Mesa driver", driver_info: "Mesa 22.1.7", backend: Vulkan }
```

## What you did

Tried to render a different camera to the current window and then return to the first camera.

**A despawned camera keeps being rendered.**

Use middle click to try to switch: https://paste.debian.net/1262830/ (github forbids me from attaching a .rs file).

## What went wrong

Expected:

- spawning camera with a higher priority causes the window to render it now
- despawning the camera causes the window to render what was there before

Actual:

- spawning camera with a higher priority causes the window to render it now
- despawning the camera causes the window to keep rendering the despawned camera

Similar, and maybe related, problem happens when trying to modify the Camera::render_target property to swap two cameras' targets (an image and a window). Camera::is_active seems to have trouble as well, but I haven't properly tested that.

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