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Panic when attempting to render with a Camera without Viewport.
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crates/bevy_render/src/render_graph/nodes/pass_node.rs

Lines changed: 8 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -223,24 +223,17 @@ where
223223
continue;
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};
225225

226+
// get camera viewport and apply it
227+
let viewport = world.get::<Viewport>(camera_entity)
228+
.expect("A camera requires a Viewport component.");
229+
let origin = viewport.physical_origin();
230+
let size = viewport.physical_size();
231+
let (min_depth, max_depth) = viewport.depth_range().into_inner();
232+
render_pass.set_viewport(origin.x, origin.y, size.x, size.y, min_depth, max_depth);
233+
226234
// get an ordered list of entities visible to the camera
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let visible_entities = world.get::<VisibleEntities>(camera_entity).unwrap();
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229-
// get camera viewport and apply it
230-
if let Ok(viewport) = world.get::<Viewport>(camera_entity) {
231-
let origin = viewport.physical_origin();
232-
let size = viewport.physical_size();
233-
let (min_depth, max_depth) = viewport.depth_range().into_inner();
234-
render_pass.set_viewport(
235-
origin.x, origin.y,
236-
size.x, size.y,
237-
min_depth, max_depth,
238-
);
239-
} else {
240-
// a camera requires a valid viewport
241-
continue;
242-
}
243-
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// attempt to draw each visible entity
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let mut draw_state = DrawState::default();
246239
for visible_entity in visible_entities.iter() {

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