Félix Lescaudey de Maneville
Félix Lescaudey de Maneville
> Another reason for not having `facing` on `Mesh` is that you'd need to first `build` the mesh, which makes the API slightly less convenient: > > ```rust > //...
Basically my suggestion is that those primitive mesh builders output a `Mesh`, which has generic methods like `facing`, `rotated`, `offsetted`, `scaled`, or whatever. So the builder only has to think...
I don't know if an extra struct is needed, I have one in `hexx` because `bevy` is not a dependency of the lib
Now I'm not sure if I can put the slicer in an `Asset`, I can compute the `Rect` values from a given image size and store it but the slices...
Slicing and tiling work, I think this is ready to be reviewed @alice-i-cecile
@alice-i-cecile I changed the logic to enable sprite tiling even without slicing, using an enum in `Sprite::draw_mode` and removing `TextureSlicer` from being a component. I think this is better. But...
`many_sprites` stress test: On this MR: ``` 2022-07-07T09:27:50.191875Z INFO many_sprites: Sprites: 102400 2022-07-07T09:27:50.191926Z INFO bevy diagnostic: frame_time : 0.058695s (avg 0.060466s) 2022-07-07T09:27:50.191937Z INFO bevy diagnostic: fps : 17.037371 (avg 16.569809)...
The big issue is accessing the `Image` from the handle in the extraction stage. I removed this step for `SpriteDrawMode::Simple` sprites, meaning no performance regressions. Now this is still required...
Closing in favor of #10588
So everything seems to be working, I had some issues with the `Rect` computation on the extraction stage but it's all good now. @alice-i-cecile About `bevy_sprite` and ergonomics overall I...