Struct bevy::pbr::experimental::meshlet::MeshletPlugin

pub struct MeshletPlugin;
Available on crate feature meshlet only.
Expand description

Provides a plugin for rendering large amounts of high-poly 3d meshes using an efficient GPU-driven method. See also MeshletMesh.

Rendering dense scenes made of high-poly meshes with thousands or millions of triangles is extremely expensive in Bevy’s standard renderer. Once meshes are pre-processed into a MeshletMesh, this plugin can render these kinds of scenes very efficiently.

In comparison to Bevy’s standard renderer:

  • Minimal rendering work is done on the CPU. All rendering is GPU-driven.
  • Much more efficient culling. Meshlets can be culled individually, instead of all or nothing culling for entire meshes at a time. Additionally, occlusion culling can eliminate meshlets that would cause overdraw.
  • Much more efficient batching. All geometry can be rasterized in a single indirect draw.
  • Scales better with large amounts of dense geometry and overdraw. Bevy’s standard renderer will bottleneck sooner.
  • Near-seamless level of detail (LOD).
  • Much greater base overhead. Rendering will be slower than Bevy’s standard renderer with small amounts of geometry and overdraw.
  • Much greater memory usage.
  • Requires preprocessing meshes. See MeshletMesh for details.
  • More limitations on the kinds of materials you can use. See MeshletMesh for details.

This plugin is not compatible with Msaa, and adding this plugin will disable it.

This plugin does not work on WASM.

A render of the Stanford dragon as a MeshletMesh

Trait Implementations§

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impl Plugin for MeshletPlugin

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fn build(&self, app: &mut App)

Configures the App to which this plugin is added.
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fn finish(&self, app: &mut App)

Finish adding this plugin to the App, once all plugins registered are ready. This can be useful for plugins that depends on another plugin asynchronous setup, like the renderer.
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fn ready(&self, _app: &App) -> bool

Has the plugin finished its setup? This can be useful for plugins that need something asynchronous to happen before they can finish their setup, like the initialization of a renderer. Once the plugin is ready, finish should be called.
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fn cleanup(&self, _app: &mut App)

Runs after all plugins are built and finished, but before the app schedule is executed. This can be useful if you have some resource that other plugins need during their build step, but after build you want to remove it and send it to another thread.
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fn name(&self) -> &str

Configures a name for the Plugin which is primarily used for checking plugin uniqueness and debugging.
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fn is_unique(&self) -> bool

If the plugin can be meaningfully instantiated several times in an App, override this method to return false.

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