Bevy version
0.8.0-dev (d353fbc)
Operating system & version
Chrome 101 + Android 8 (LG G8 ThinQ)
What you did
- Tried opening a simple example application on my phone's browser (compiled Bevy 0.8.0-dev).
- Tried opening https://bevyengine.org/examples/ on my phone (probably v0.7)
What you expected to happen
I expected to be able to view the examples
What actually happened
The render pipeline failed to initialize the depth buffer texture. It tried creating a texture larger than my device's limits:
(index):869 panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_texture
note: label = `view_depth_texture`
Dimension 4480 value 4480 exceeds the limit of 4096
'
Additional information
My phone's physical resolution is 3120x1440 so I'm not sure why winit is giving Bevy such a large scaling factor. Maybe this is a winit issue?
But even so, if winit is passing an impossible scale factor maybe the renderer should be able to handle it?
When I add:
app
.insert_resource(WindowDescriptor {
scale_factor_override: Some(1.0),
..WindowDescriptor::default()
})
It gets rid of the texture size limitation but totally messes up canvas sizing/resizing:

other questions
- I wonder also if the device rotation is being correctly taken into consideration?
- If winit is passing wonky large scale factors, wouldn't this potentially cause performance issues on mobile devices by forcing them to render to enormous canvases?
Bevy version
0.8.0-dev (d353fbc)
Operating system & version
Chrome 101 + Android 8 (LG G8 ThinQ)
What you did
What you expected to happen
I expected to be able to view the examples
What actually happened
The render pipeline failed to initialize the depth buffer texture. It tried creating a texture larger than my device's limits:
Additional information
My phone's physical resolution is 3120x1440 so I'm not sure why winit is giving Bevy such a large scaling factor. Maybe this is a winit issue?
But even so, if winit is passing an impossible scale factor maybe the renderer should be able to handle it?
When I add:
app .insert_resource(WindowDescriptor { scale_factor_override: Some(1.0), ..WindowDescriptor::default() })It gets rid of the texture size limitation but totally messes up canvas sizing/resizing:
other questions