From b4218a44436fb358500b13f99fdf7d2eae345a96 Mon Sep 17 00:00:00 2001 From: lelo <15314665+hate@users.noreply.github.com> Date: Tue, 9 May 2023 12:19:42 -0400 Subject: [PATCH] Re-introduce comments about frustum culling (#8579) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit # Objective Frustum culling for 2D components has been enabled since #7885, Fixes #8490 ## Solution Re-introduced the comments about frustum culling in the many_animated_sprites.rs and many_sprites.rs examples. --------- Co-authored-by: Nicola Papale Co-authored-by: François --- examples/stress_tests/many_animated_sprites.rs | 7 ++----- examples/stress_tests/many_sprites.rs | 7 ++----- 2 files changed, 4 insertions(+), 10 deletions(-) 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.