diff --git a/examples/stress_tests/many_animated_sprites.rs b/examples/stress_tests/many_animated_sprites.rs index e933763f44..e6286c39c7 100644 --- a/examples/stress_tests/many_animated_sprites.rs +++ b/examples/stress_tests/many_animated_sprites.rs @@ -1,10 +1,7 @@ //! Renders a lot of animated sprites to allow performance testing. //! -//! It sets up many animated sprites in different sizes and rotations, -//! and at different scales in the world, and moves the camera over them. -//! -//! Having sprites out of the camera's field of view should also help stress -//! test any future potential 2d frustum culling implementation. +//! This example sets up many animated sprites in different sizes, rotations, and scales in the world. +//! It also moves the camera over them to see how well frustum culling works. use std::time::Duration; diff --git a/examples/stress_tests/many_sprites.rs b/examples/stress_tests/many_sprites.rs index 7ab23d1b48..bc8423d86d 100644 --- a/examples/stress_tests/many_sprites.rs +++ b/examples/stress_tests/many_sprites.rs @@ -1,11 +1,8 @@ //! Renders a lot of sprites to allow performance testing. //! See //! -//! It sets up many animated sprites in different sizes and rotations, -//! and at different scales in the world, and moves the camera over them. -//! -//! Having sprites out of the camera's field of view should also help stress -//! test any future potential 2d frustum culling implementation. +//! This example sets up many sprites in different sizes, rotations, and scales in the world. +//! It also moves the camera over them to see how well frustum culling works. //! //! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered //! in multiple batches, reducing performance but useful for testing.