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@ecumene It looks like you're experiencing a bunch of issues. I might have some answers. If your project is open source, providing a link to it would be helpful.
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#1492 handles this nicely, and seems likely to be merged shortly :) 3D frustrum culling is likely to follow soon, after a series of PRs to establish the foundations needed. |
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I'm looking for a generic way to cull some off screen sprites. My problem is that I have a really large environment with lots of sprites but they're all rendering at once even if they're off screen. What I want is a basic component that when attached to an entity they do not render off screen.
I tried to adapt the code from this issue, but it seems to have drifted a bit and I'm not sure how to implement it.
Here it is:
Here's the errors in order from top to bottom:
the trait bound
bevy_ecs::core::query::FetchMut<bevy::prelude::Draw>: bevy::ecs::ReadOnlyFetch
is not satisfiedrequired because of the requirements on the impl of
bevy::ecs::ReadOnlyFetch
for(bevy_ecs::core::query::EntityFetch, bevy_ecs::core::query::FetchMut<bevy::prelude::Draw>)
no field
projection_matrix
on type...Camera
unknown fieldThis one I think I know how to fix. Do I replace it with
ortho_proj.get_projection_matrix()
?no field
value
on type(&bevy::prelude::Draw, &bevy::prelude::Transform)
How do I get the
w_axis()
of a transform?no field
is_visible
on typebevy::prelude::Mut<'_, bevy::prelude::Draw>
unknown fieldHow has this changed?
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