Description
Bevy version
0.16
Relevant system information
Reproducible on 2 machines:
- Windows 10 + Intel i5-6200U
AdapterInfo { name: "Intel(R) HD Graphics 520", vendor: 32902, device: 6422, device_type: IntegratedGpu, driver: "Intel Corporation", driver_info: "Intel driver", backend: Vulkan }
Driver: 30.0.100.9865 (2021-08-20) Up to date
- Windows 11 + Intel i7-12700H
AdapterInfo { name: "Intel(R) Iris(R) Xe Graphics", vendor: 32902, device: 18086, device_type: IntegratedGpu, driver: "Intel Corporation", driver_info: "101.6790", backend: Vulkan }
Driver: 32.0.101.6790 (2025-05-22) Up to date
Note that this device also has an Nvidia RTX 3070 Ti Laptop GPU but I'm testing the integrated GPU via PowerPreference::LowPower
.
What you did
Render one 3D object with transparency and one without. eg. run the transparency_3d example
What went wrong
A random assortment of objects are rendered:
I apologise for using an example where the objects intentionally fade in/out so its not obvious there's a problem. However, the screenshots have been taken at times where all objects are supposed to be drawn. The 2 cubes in this scene always have the same transparency value but in the screenshot you can see that one is rendered while the other isn't.
This bug seems as though it can also appear as flickering objects, incorrect materials per mesh, and random vertex positions.
Additional information
Doesn't happen if you use DirectX 12 or add NoIndirectDrawing
to the camera.