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Text2dBundle is not frustum culled #13391

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rparrett opened this issue May 16, 2024 · 0 comments
Open

Text2dBundle is not frustum culled #13391

rparrett opened this issue May 16, 2024 · 0 comments
Labels
A-Text Rendering and layout for characters C-Bug An unexpected or incorrect behavior C-Performance A change motivated by improving speed, memory usage or compile times S-Needs-Design This issue requires design work to think about how it would best be accomplished

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@rparrett
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Bevy version

0.13

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.

@rparrett rparrett added C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled labels May 16, 2024
@TrialDragon TrialDragon added C-Performance A change motivated by improving speed, memory usage or compile times S-Needs-Design This issue requires design work to think about how it would best be accomplished A-Text Rendering and layout for characters and removed S-Needs-Triage This issue needs to be labelled labels May 16, 2024
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Labels
A-Text Rendering and layout for characters C-Bug An unexpected or incorrect behavior C-Performance A change motivated by improving speed, memory usage or compile times S-Needs-Design This issue requires design work to think about how it would best be accomplished
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