#3455·stride

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:

  1. Add Stride.BepuPhysics.Debug NuGet package to your game
  2. Add DebugRenderComponent through Game Studio e.g. to a Sphere
  3. Run the game
  4. You should see the errors in the console

Expected behavior No errors.

Screenshots

Image

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:

csharp
if (!Enable) return;

Possible fix:

csharp
if (!Enable || renderView is ShadowMapRenderView) return;