You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I currently use Bevy to render a live Pointcloud from a Ouster Lidar sensor. It works great! I adapted the instancing example to Display a 200'000 pointcloud with 20Hz in the browser (webgl2) or as a native App (Metal), where each Point is Displayed as an instances Box-Mesh. The startup time is around 1s, great!
to my setup-function, the Startup-Time becomes very slow. It goes from 1s to around 13s. Just adding the StandardMaterial doesn't affect performance. Building a Native App for OSX/Metal is still as fast as before. I guess that adding a PbrBundle triggers some big systems in the background. After waiting, the Console is showing the following two Warnings. Could they be related to the slow loading times?
WebGL warning: drawElementsInstanced: Depth texture comparison requests (e.g. LINEAR) Filtering, but behavior is implementation-defined, and so on some systems will sometimes behave as NEAREST. (warns once)
WebGL warning: drawArraysInstanced: Drawing without vertex attrib 0 array enabled forces the browser to do expensive emulation work when running on desktop OpenGL platforms, for example on Mac. It is preferable to always draw with vertex attrib 0 array enabled, by using bindAttribLocation to bind some always-used attribute to location 0.
I considered adding a custom Shader to avoid Spawning the PbrBundle, but I don't want to fight the Bevy way of doing things. Waiting 13s unfortunately is not an option. I don't need all the lighting stuff right now. Is there a way to disable some of the heavy systems i don't need (I currently load all DefaultPlugins)? I'm also curious why instancing works with the Cube, even if the Heavy-Systems are not up and running...
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
Uh oh!
There was an error while loading. Please reload this page.
-
I currently use Bevy to render a live Pointcloud from a Ouster Lidar sensor. It works great! I adapted the instancing example to Display a 200'000 pointcloud with 20Hz in the browser (webgl2) or as a native App (Metal), where each Point is Displayed as an instances Box-Mesh. The startup time is around 1s, great!
If i add a simple
to my setup-function, the Startup-Time becomes very slow. It goes from 1s to around 13s. Just adding the StandardMaterial doesn't affect performance. Building a Native App for OSX/Metal is still as fast as before. I guess that adding a PbrBundle triggers some big systems in the background. After waiting, the Console is showing the following two Warnings. Could they be related to the slow loading times?
WebGL warning: drawElementsInstanced: Depth texture comparison requests (e.g.
LINEAR
) Filtering, but behavior is implementation-defined, and so on some systems will sometimes behave asNEAREST
. (warns once)WebGL warning: drawArraysInstanced: Drawing without vertex attrib 0 array enabled forces the browser to do expensive emulation work when running on desktop OpenGL platforms, for example on Mac. It is preferable to always draw with vertex attrib 0 array enabled, by using bindAttribLocation to bind some always-used attribute to location 0.
I considered adding a custom Shader to avoid Spawning the PbrBundle, but I don't want to fight the Bevy way of doing things. Waiting 13s unfortunately is not an option. I don't need all the lighting stuff right now. Is there a way to disable some of the heavy systems i don't need (I currently load all DefaultPlugins)? I'm also curious why instancing works with the Cube, even if the Heavy-Systems are not up and running...
Beta Was this translation helpful? Give feedback.
All reactions