-
-
Notifications
You must be signed in to change notification settings - Fork 3.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Make Viewport::default()
return a 1x1 viewport
#14372
Conversation
It looks like your PR is a breaking change, but you didn't provide a migration guide. Could you add some context on what users should update when this change get released in a new version of Bevy? |
This is technically a breaking change, but it should probably be added to 0.14.1 because it had incorrect behavior before. |
How so? A change like this wouldn't normally be considered breaking. |
53ffc4c
to
011d574
Compare
A breaking change doesn't have to be something that would make code fail to compile, it can also be a behavioral change. In this case, someone may depend on the fact that |
Yeah, but that's pushing the definition of "breaking" too far IMO. Not my project though, so I was mostly asking to know if this requires some action on my part. |
No, you're right. I thought about it some more, and since the behavior was never right in the first place, it should probably not be considered breaking. Sorry for the confusion! |
# Objective - The current default viewport crashes bevy due to a wgpu validation error, this PR fixes that - Fixes #14355 ## Solution - `Viewport::default()` now returns a 1x1 viewport ## Testing - I modified the `3d_viewport_to_world` example to use `Viewport::default()`, and it works as expected (only the top-left pixel is rendered)
Objective
Viewport::default()
produces a viewport that always crashes #14355Solution
Viewport::default()
now returns a 1x1 viewportTesting
3d_viewport_to_world
example to useViewport::default()
, and it works as expected (only the top-left pixel is rendered)