Skip particle passes in Ogre2GpuRays if there are no particles in the scene #973
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🦟 Bug fix
Summary
Improve Ogre2GpuRays performance in the same way as done in #971 for
Ogre2DepthCamera
. Added execution mask to skip the particle passes when there are no particles in the sceneThe time taken for a lidar (160 degrees FOV and 640 samples) to do a render update is shown below. The speedup is roughly ~1ms (30%). I also included the ogre1.x implementation for comparison. The ogre 1.x implementation is still faster (~5.5x) than the ogre2.x implementation
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
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