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I am trying to get Bevy oxr to work with bgs and I am very close. When I run using d3d12 in bev_mod_openxr, i can get the gaussians to show up just fine. However, when i compile native to the quest and vulkan is used, the splats are nowhere to be seen. The app doesnt crash, passthrough and all other bevy assets work. I believe the issue stems from vulkan not working properly for the splats. I brought this issue here. Is there somewhere I can start to make sure vulkan works too? Once this is working we can mark the openxr feature on its way to completion for native quest. Thanks for the help again, I'll add to the examples sections soon for this.
The text was updated successfully, but these errors were encountered:
since it does work with d3d12 + bevy_mod_openxr (and vulkan + vanilla bevy), it seems to indicate an issue with the bevy_mod_openxr vulkan backend, maybe handling transparent phase items or indirect drawing incorrectly.
I have a new idea. I have the embedded assets plugin in my rust app, but I don't think the shades are being embedded into the binary in bgs. I think the shades may not be being sent over. I also found some debug lines noting Vulkan is missing features so I'll try to add those in too.
I am trying to get Bevy oxr to work with bgs and I am very close. When I run using d3d12 in bev_mod_openxr, i can get the gaussians to show up just fine. However, when i compile native to the quest and vulkan is used, the splats are nowhere to be seen. The app doesnt crash, passthrough and all other bevy assets work. I believe the issue stems from vulkan not working properly for the splats. I brought this issue here. Is there somewhere I can start to make sure vulkan works too? Once this is working we can mark the openxr feature on its way to completion for native quest. Thanks for the help again, I'll add to the examples sections soon for this.
The text was updated successfully, but these errors were encountered: