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Re-introduce comments about frustum culling (#8579)
# 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 <nicopap@users.noreply.github.com> Co-authored-by: François <mockersf@gmail.com>
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//! Renders a lot of animated sprites to allow performance testing.
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//!
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//! It sets up many animated sprites in different sizes and rotations,
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//! and at different scales in the world, and moves the camera over them.
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//!
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//! Having sprites out of the camera's field of view should also help stress
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//! test any future potential 2d frustum culling implementation.
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//! This example sets up many animated sprites in different sizes, rotations, and scales in the world.
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//! It also moves the camera over them to see how well frustum culling works.
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use std::time::Duration;
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//! Renders a lot of sprites to allow performance testing.
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//! See <https://github.com/bevyengine/bevy/pull/1492>
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//!
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//! It sets up many animated sprites in different sizes and rotations,
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//! and at different scales in the world, and moves the camera over them.
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//!
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//! Having sprites out of the camera's field of view should also help stress
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//! test any future potential 2d frustum culling implementation.
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//! This example sets up many sprites in different sizes, rotations, and scales in the world.
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//! It also moves the camera over them to see how well frustum culling works.
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//!
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//! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
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//! in multiple batches, reducing performance but useful for testing.
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