bevy/crates/bevy_pbr
re0312 41ad4e98de
Reuse VisibleEntities in check_light_mesh_visibilty (#13894)
# Objective

- After #12582 , Bevy split visibleEntities into a TypeIdMap for
different types of entities, but the behavior in
`check_light_mesh_visibility `simply calls HashMap::clear(), which will
reallocate memory every frame.


## Testing
cargo run --release --example many_cubes --features bevy/trace_tracy --
--shadows
~10% win in `check_light_mesh_visibilty`

![image](https://github.com/bevyengine/bevy/assets/45868716/1bf4deef-bab2-4e5f-9f60-bea8b7e33e3e)
2024-06-17 22:37:50 +00:00
..
src Reuse VisibleEntities in check_light_mesh_visibilty (#13894) 2024-06-17 22:37:50 +00:00
Cargo.toml Use correct minimal version of meshopt (#13551) 2024-06-02 00:56:29 +00:00
README.md Add README.md to all crates (#13184) 2024-05-02 18:56:00 +00:00

Bevy PBR

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