在 Bevy 游戏引擎中将 1000x1000 像素纹理分配给 SpriteSheetBundle 大约需要 5 秒
It takes like 5 seconds to assign a 1000x1000 pixel texture to a SpriteSheetBundle in the Bevy game engine
有没有办法改善这种情况,还是我只是用错了引擎?
我试图通过首先创建和生成质量较低的背景图像来解决这个问题。
fn spawn_background(commands: &mut Commands, texture: Res<Textures>) {
commands
.spawn(SpriteSheetBundle {
texture_atlas: texture.background_low_texture.clone(),
transform: Transform::from_scale(Vec3::splat(10.0)),
..Default::default()
})
.with(Dummy)
.with(Background);
commands
.spawn(SpriteSheetBundle {
texture_atlas: texture.background_med_texture.clone(),
transform: Transform::from_scale(Vec3::splat(10.0)),
..Default::default()
})
.with(Dummy)
.with(Background);
commands
.spawn(SpriteSheetBundle {
texture_atlas: texture.background_texture.clone(),
transform: Transform::from_scale(Vec3::splat(10.0)),
..Default::default()
})
.with(Background);
}
我正在像这样将纹理加载到“纹理”资源
fn setup(
commands: &mut Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
let background_texture_handle = asset_server.load("textures/background.png");
let background_texture_atlas = TextureAtlas::from_grid(background_texture_handle, Vec2::new(1000.0, 1000.0), 1, 1);
let background_low_texture_handle = asset_server.load("textures/background_low.png");
let background_low_texture_atlas = TextureAtlas::from_grid(background_low_texture_handle, Vec2::new(1000.0, 1000.0), 1, 1);
let background_med_texture_handle = asset_server.load("textures/background_med.png");
let background_med_texture_atlas = TextureAtlas::from_grid(background_med_texture_handle, Vec2::new(1000.0, 1000.0), 1, 1);
commands.insert_resource(Textures {
background_texture: texture_atlases.add(background_texture_atlas),
background_low_texture: texture_atlases.add(background_low_texture_atlas),
background_med_texture: texture_atlases.add(background_med_texture_atlas),
});
}
当使用 --release
命令行选项编译时,它运行得更快,因为发布配置文件启用了优化。
有没有办法改善这种情况,还是我只是用错了引擎? 我试图通过首先创建和生成质量较低的背景图像来解决这个问题。
fn spawn_background(commands: &mut Commands, texture: Res<Textures>) {
commands
.spawn(SpriteSheetBundle {
texture_atlas: texture.background_low_texture.clone(),
transform: Transform::from_scale(Vec3::splat(10.0)),
..Default::default()
})
.with(Dummy)
.with(Background);
commands
.spawn(SpriteSheetBundle {
texture_atlas: texture.background_med_texture.clone(),
transform: Transform::from_scale(Vec3::splat(10.0)),
..Default::default()
})
.with(Dummy)
.with(Background);
commands
.spawn(SpriteSheetBundle {
texture_atlas: texture.background_texture.clone(),
transform: Transform::from_scale(Vec3::splat(10.0)),
..Default::default()
})
.with(Background);
}
我正在像这样将纹理加载到“纹理”资源
fn setup(
commands: &mut Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
let background_texture_handle = asset_server.load("textures/background.png");
let background_texture_atlas = TextureAtlas::from_grid(background_texture_handle, Vec2::new(1000.0, 1000.0), 1, 1);
let background_low_texture_handle = asset_server.load("textures/background_low.png");
let background_low_texture_atlas = TextureAtlas::from_grid(background_low_texture_handle, Vec2::new(1000.0, 1000.0), 1, 1);
let background_med_texture_handle = asset_server.load("textures/background_med.png");
let background_med_texture_atlas = TextureAtlas::from_grid(background_med_texture_handle, Vec2::new(1000.0, 1000.0), 1, 1);
commands.insert_resource(Textures {
background_texture: texture_atlases.add(background_texture_atlas),
background_low_texture: texture_atlases.add(background_low_texture_atlas),
background_med_texture: texture_atlases.add(background_med_texture_atlas),
});
}
当使用 --release
命令行选项编译时,它运行得更快,因为发布配置文件启用了优化。