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Re-introduce comments about frustum culling #8579

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May 9, 2023
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Re-introduce comments about frustum culling
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hate committed May 9, 2023
commit c3140e5594c16ecb8557367f2288306a82e43d41
7 changes: 4 additions & 3 deletions examples/stress_tests/many_animated_sprites.rs
Original file line number Diff line number Diff line change
@@ -1,10 +1,11 @@
//! Renders a lot of animated sprites to allow performance testing.
//!
//! It sets up many animated sprites in different sizes and rotations,
//! and at different scales in the world, and moves the camera over them.
//! and at different scales in the world,
//! and moves the camera over them to see how well frustum culling works.
//!
//! Having sprites out of the camera's field of view should also help stress
//! test any future potential 2d frustum culling implementation.
//! To measure performance realistically, be sure to run this in release mode.
//! `cargo run --example many_animated_sprites --release`

use std::time::Duration;

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7 changes: 2 additions & 5 deletions examples/stress_tests/many_sprites.rs
Original file line number Diff line number Diff line change
@@ -1,11 +1,8 @@
//! Renders a lot of sprites to allow performance testing.
//! See <https://github.com/bevyengine/bevy/pull/1492>
//!
//! It sets up many animated sprites in different sizes and rotations,
//! and at different scales in the world, and moves the camera over them.
//!
//! Having sprites out of the camera's field of view should also help stress
//! test any future potential 2d frustum culling implementation.
//! It sets up many animated sprites in different sizes and rotations, and at different scales in the world,
//! and moves the camera over them to see how well frustum culling works.
//!
//! Add the `--colored` arg to run with color tinted sprites. This will cause the sprites to be rendered
//! in multiple batches, reducing performance but useful for testing.
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