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Frustum culling problem #1760
Comments
Removing this from the 0.5 milestone in favor of #1761 |
From Discord:
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Here is a simple test case involving sprite scaling. https://github.com/rparrett/bevy-test/tree/culling With culling disabled, you get a blue bar on the left side rotating into view. Enabled, nothing. |
@cart do you think we should try to tackle this for 0.6? It feels very much in the flavor of "rendering performance and usability optimizations" that the rest of the release is about. |
There is a chance that we'll add a proper frustum culling implementation prior to 0.6, but I don't want to block the release on it. Imo we need to start narrowing focus to get 0.6 out asap instead of expanding it. |
submitted PR based on this example ^ |
The new 2d renderer doesn't do frustrum culling as far as I can tell. Culling happen in bevy_pbr for light meshes and in bevy_render for things that have an Aabb. Sprites do not have an
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Bevy version
https://github.com/bevyengine/bevy?branch=main#1d7196da4fff00bbc15fe75a04849de915f587d5
Operating system & version
Windows 10
What you did
tried to use frustum culling
I spawn a camera like this:
I spawn the sprites like this:
What you expected to happen
What actually happened
Additional information
not really..
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