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* Refactor assign_lights_to_clusters to always clear + update clusters, even if the screen size isn't available yet / is zero. This fixes #4167. We still avoid the "expensive" per-light work when the screen size isn't available yet. I also consolidated some logic to eliminate some redundancies. * Removed _a ton_ of (potentially very large) per-frame reallocations * Removed `Res<VisiblePointLights>` (a vec) in favor of `Res<GlobalVisiblePointLights>` (a hashmap). We were allocating a new hashmap every frame, the collecting it into a vec every frame, then in another system _re-generating the hashmap_. It is always used like a hashmap, might as well embrace that. We now reuse the same hashmap every frame and dont use any intermediate collections. * We were re-allocating Clusters aabb and light vectors every frame by re-constructing Clusters every frame. We now re-use the existing collections. * Reuse per-camera VisiblePointLight vecs when possible instead of allocating them every frame. We now only insert VisiblePointLights if the component doesn't exist yet. |
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