test: try 10.000 cubes to render
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@ -63,7 +63,7 @@ public:
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assert(batchEntt.HasComponent<batch>() && "batch doesn't have any batch component!");
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assert(batchEntt.HasComponent<batch>() && "batch doesn't have any batch component!");
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assert(batchEntt.HasComponent<mesh>() && "batch doesn't have any mesh component!");
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assert(batchEntt.HasComponent<mesh>() && "batch doesn't have any mesh component!");
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// Generate 1000 random cubes
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// Generate 1000 random cubes
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for (int i = 0; i < 1000; ++i) {
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for (int i = 0; i < 10000; ++i) {
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auto cubeEntity = scene->CreateEntity();
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auto cubeEntity = scene->CreateEntity();
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float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
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float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
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