# Objective while testing wgpu/WebGL on mobile GPU I've noticed bevy always forces vertex index format to 32bit (and ignores mesh settings). ## Solution the solution is to pass proper vertex index format in GpuIndexInfo to render_pass |
||
|---|---|---|
| .. | ||
| bevy_core_pipeline | ||
| bevy_gltf2 | ||
| bevy_pbr2 | ||
| bevy_render2 | ||
| bevy_sprite2 | ||