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Use BinnedRenderPhase for Opaque2d #13091
Use BinnedRenderPhase for Opaque2d #13091
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waiting on #13069 to be merged so I can clean up this PR |
@IceSentry should I hold off on reviewing until you've cleaned up, or will the cleaning be minor? |
This will require enough work to patch that I might need to create a new PR. We'll have to wait on the other PR being merged to see. |
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@jgayfer this should be ready to review now |
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really good documentation of this kind of conversion including using MeshAllocator
, ty~!
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LGTM, I also tested a few examples on wasm
Based on top of #12982 and #13069
Objective
Solution
Notes
While testing this PR, before the change I had ~14 fps in bevymark with 100k entities. After this change I get ~71 fps, compared to using sprites where I only get ~63 fps. This means that after this PR mesh2d with opaque meshes will be faster than the sprite path. This is not a 1 to 1 comparison since sprites do alpha blending.