![]() # Objective Extract sprites into a `Vec` instead of a `HashMap`. ## Solution Extract UI nodes into a `Vec` instead of an `EntityHashMap`. Add an index into the `Vec` to `Transparent2d`. Compare both the index and render entity in prepare so there aren't any collisions. ## Showcase yellow this PR, red main ``` cargo run --example many_sprites --release --features "trace_tracy" ``` `extract_sprites` <img width="452" alt="extract_sprites" src="https://github.com/user-attachments/assets/66c60406-7c2b-4367-907d-4a71d3630296" /> `queue_sprites` <img width="463" alt="queue_sprites" src="https://github.com/user-attachments/assets/54b903bd-4137-4772-9f87-e10e1e050d69" /> --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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Cargo.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
README.md |