bevy/crates/bevy_sprite/src
François 425570aa75
assets should be kept on CPU by default (#11212)
# Objective

- Since #10520, assets are unloaded from RAM by default. This breaks a
number of scenario:
  - using `load_folder`
- loading a gltf, then going through its mesh to transform them /
compute a collider / ...
- any assets/subassets scenario should be `Keep` as you can't know what
the user will do with the assets
  - android suspension, where GPU memory is unloaded

- Alternative to #11202 

## Solution

- Keep assets on CPU memory by default
2024-01-05 05:53:47 +00:00
..
mesh2d Unload render assets from RAM (#10520) 2024-01-03 03:31:04 +00:00
render Unload render assets from RAM (#10520) 2024-01-03 03:31:04 +00:00
bundle.rs Add docs to bevy_sprite a little (#10947) 2023-12-14 17:25:55 +00:00
collide_aabb.rs refactor collide code (Adopted) (#11106) 2024-01-01 16:57:27 +00:00
dynamic_texture_atlas_builder.rs Unload render assets from RAM (#10520) 2024-01-03 03:31:04 +00:00
lib.rs Update AABB when Sprite component changes in calculate_bounds_2d() (#11016) 2023-12-18 20:55:12 +00:00
sprite.rs Add docs to bevy_sprite a little (#10947) 2023-12-14 17:25:55 +00:00
texture_atlas.rs Add docs to bevy_sprite a little (#10947) 2023-12-14 17:25:55 +00:00
texture_atlas_builder.rs assets should be kept on CPU by default (#11212) 2024-01-05 05:53:47 +00:00