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Way to disable renderer for specific window. #15278

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entropylost opened this issue Sep 17, 2024 · 0 comments
Open

Way to disable renderer for specific window. #15278

entropylost opened this issue Sep 17, 2024 · 0 comments
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A-Rendering Drawing game state to the screen A-Windowing Platform-agnostic interface layer to run your app in C-Enhancement A new feature S-Needs-Design This issue requires design work to think about how it would best be accomplished

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@entropylost
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entropylost commented Sep 17, 2024

I want to use a different renderer for my game instead of bevy, but still have other debug windows using the bevy renderer.

As such, I'd like there to be a convenient way to prevent bevy_render from running present or doing anything with one of the windows created by bevy_winit (as because of the structure of winit, it'd be somewhat difficult to manually spawn a separate window and have its event loop work with the bevy ecs). Without this, I have a lot of frame flickering since my swapchain ends up conflicting.

I have also been able to do this by running commands.entity(window_entity).remove_component::<RawHandleWrapper>(), but this is dependent on internals.

Alternatively, I suppose I could figure out how to do interop between the graphics apis and bind it to a wgpu texture, but that seems complicated.

@entropylost entropylost added C-Enhancement A new feature S-Needs-Triage This issue needs to be labelled labels Sep 17, 2024
@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen A-Windowing Platform-agnostic interface layer to run your app in S-Needs-Design This issue requires design work to think about how it would best be accomplished and removed S-Needs-Triage This issue needs to be labelled labels Sep 18, 2024
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Labels
A-Rendering Drawing game state to the screen A-Windowing Platform-agnostic interface layer to run your app in C-Enhancement A new feature S-Needs-Design This issue requires design work to think about how it would best be accomplished
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