Is there a way of improving this situation or am i just using the engine wrong? I tried to go around this problem by first creating and spawning Images of the Background with lower Quality.
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);
}
I am loading the Texture to the "Textures" Resource like this
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),
});
}
When compiling with the --release
command line option, it runs much faster as the release profile have optimization enabled.