4.4.0.0-dev (latest source) Bepu debug wireframe draws in every view and stage, including the shadow maps
Author: VaclavEliasCreated Sep 20, 2026Updated Sep 20, 2026
Labelsbug
Release Type: Latest source, there was a fix applied because it was crashing on 4.4.0.0-beta7
Version: 4.4.0.0-dev (https://github.com/stride3d/stride/commit/765c7fb89cf01bc8beb0209b3cc7a672030958b2)
Platform(s): Windows
Describe the bug While the game runs ok, the console gets endlessly these errors
[GraphicsDebug]: Warning: [D3D11] [ShadowMapRenderer]: ID3D11DeviceContext::DrawIndexed: The Pixel Shader expects a Render Target View bound to slot 0, but none is bound. This is OK, as writes of an unbound Render Target View are discarded. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Render Target View here.
[GraphicsDebug]: Error: Scope tree:
GraphicsCompositor
SceneRendererCollection
SceneCameraRenderer
ForwardRenderer (Clears=1)
[?] ShadowMapRenderer (Warnings=1, Draws=9)
ShadowMapRenderer (Draws=16)
ShadowMapRenderer (Draws=16)
ShadowMapRenderer (Draws=16)
Clear (Clears=2)
Compositing.Opaque (Draws=17)
Compositing.Transparent (Draws=8, Copies=1)
PostProcessingEffects
LuminanceEffect
LuminanceLogEffect (Draws=1)
ImageMultiScaler
Down2 (Draws=1)
Down2 (Draws=1)
Down2 (Draws=1)
Down2 (Draws=1)
Down2 (Draws=1)
Down2 (Draws=1)
Down2 (Draws=1)
Down2 (Draws=1)
Down2 (Draws=1)
ImageReadback`1 (Copies=1)
ColorTransformGroup
ColorTransformGroup (Draws=1)
SceneCameraRenderer
SingleStageRenderer (Draws=8)To Reproduce Steps to reproduce the behavior:
I will provide more comprehensive, in the meantime:
- Add
Stride.BepuPhysics.DebugNuGet package to your game - Add
DebugRenderComponentthrough Game Studio e.g. to a Sphere - Run the game
- You should see the errors in the console
Expected behavior No errors.
Screenshots
Log and callstacks n/a
Additional context
I have to do more testing but the fix is to add more conditions to SinglePassWireframeRenderFeature.Draw. I will also add a unit test.
Current:
if (!Enable) return;Possible fix:
if (!Enable || renderView is ShadowMapRenderView) return;Source: stride3d/stride