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A-RenderingDrawing game state to the screenDrawing game state to the screenC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile timesD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with BevyS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!
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This seems to be the only use of light_from_world
. Why is this potentially being recomputed each time this function is called? It almost seems like we should just compute light_from_world_transposed ahead of time and just cache that in LightProbeInfo.
Originally posted by @james7132 in #20708 (comment)
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile timesD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with BevyS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!