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# Objective gpu based mesh uniform construction in the `GpuPreprocessNode` is currently in `Core3d`. The node iterates all views and schedules the uniform construction for each. so - when there are multiple 3d cameras, it runs multiple times on each view - if a view wants to render meshes but doesn't use the `Core3d` graph, the camera must run later than at least one `Core3d`-based camera (or add the node to its own graph, duplicating the work) - If views want to share mesh uniforms there is no way to avoid running the preprocessing for every view ## Solution - move the node to the top level of the rendergraph, before the camera driver node - make the `PreprocessBindGroup` `clone`able, and add a `SkipGpuPreprocessing` component to allow opting out per view |
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README.md |