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| &GlobalTransform, | ||
| Has<NoFrustumCulling>, | ||
| Has<VisibilityRange>, | ||
| Has<NoCpuCulling>, |
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This is likely to regress performance badly in large scenes, since we're now doing an O(n) scan over all renderable entities, even if they have NoCpuCulling.
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I think #23534 is the correct fix for this |
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Objective
Fixes #23473
Solution
Modified check_visibility_cpu_culling to query for Has<NoCpuCulling>.
Testing
Did you test these changes? If so, how?
I tested with these examples, with and without NoCpuCulling (where aplicable):
I also tested with the code provided in Adding NoCpuCulling to a mesh at runtime hides the mesh #23473
Are there any parts that need more testing?
Not that I reckon
How can other people (reviewers) test your changes? Is there anything specific they need to know?
Run the tests above
If relevant, what platforms did you test these changes on, and are there any important ones you can't test?
I tested on a Macbook M3 pro with Tahoe 26.4 beta.