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# Objective - clean up extract_mesh_(gpu/cpu)_building ## Solution - gpu_building no need to hold `prev_render_mesh_instances` - using `insert_unique_unchecked` instead of simple insert as we know all entities are unique - direcly get `previous_input_index ` in par_loop ## Performance this should also bring a slight performance win. cargo run --release --example many_cubes --features bevy/trace_tracy -- --no-frustum-culling `extract_meshes_for_gpu_building` ![image](https://github.com/bevyengine/bevy/assets/45868716/a5425e8a-258b-482d-afda-170363ee6479) --------- Co-authored-by: Patrick Walton <[email protected]>
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