Reuse VisibleEntities in check_light_mesh_visibilty #13894
Merged
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Objective
VisibleEntities
list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. #12582 , Bevy split visibleEntities into a TypeIdMap for different types of entities, but the behavior incheck_light_mesh_visibility
simply calls HashMap::clear(), which will reallocate memory every frame.Testing
cargo run --release --example many_cubes --features bevy/trace_tracy -- --shadows
~10% win in
check_light_mesh_visibilty