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A-TextRendering and layout for charactersRendering and layout for charactersC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile timesS-Needs-DesignThis issue requires design work to think about how it would best be accomplishedThis issue requires design work to think about how it would best be accomplished
Description
Bevy version
0.13, 0.14, 0.15-dev (c65f292)
What you did
Modify the many_sprites example so that Text2dBundle is used instead of SpriteBundle.
https://gist.github.com/rparrett/9cd3b145def1855f1baf87822e6a5f7a
What went wrong
Logging shows that without manual intervention by the update_text_aabb system, all of the texts are considered "visible" and the framerate is poor.
With the update_text_aabb running, the off-camera text is culled and the framerate is good. It seems that adding an Aabb to the texts is enough to make frustum culling work.
Additional information
See also this related discussion: #13367
There may be a better in-system solution than adding a separate update_text_aabb system, but I haven't looked into this.
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A-TextRendering and layout for charactersRendering and layout for charactersC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile timesS-Needs-DesignThis issue requires design work to think about how it would best be accomplishedThis issue requires design work to think about how it would best be accomplished