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Improve update_mesh_previous_global_transforms() performance #14681

@JMS55

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@JMS55
  • Using try_insert for every entity is expensive. We should have a system to first add PreviousGlobalTransform to entities missing it, and then a second system to update the value. Or something like that.
  • When using the meshlet feature, but no motion vector prepass, Mesh entities (not MeshletMesh) unnecessarily get a PreviousGlobalTransform. Not really worth fixing imo, as you probably want to use TAA with meshlets anyways, but I'm making a note of it here.

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    A-RenderingDrawing game state to the screenC-PerformanceA change motivated by improving speed, memory usage or compile timesD-ModestA "normal" level of difficulty; suitable for simple features or challenging fixesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!

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