@@ -1517,8 +1517,8 @@ bool Renderer::preAllocateEntityResourcesBatch(const std::vector<Entity *>& enti
15171517 watchdogProgressIndex.store (0 , std::memory_order_relaxed);
15181518 ensureThreadLocalVulkanInit ();
15191519 try {
1520- // --- 1. For all entities, create mesh resources with deferred uploads ---\
1521- // Then, during initial loading (and while an AS build is pending), flush the queued
1520+ // --- 1. For all entities, create mesh resources with deferred uploads ---
1521+ // Then, during initial loading (and while an AS build is pending), flush the queued
15221522 // uploads immediately in a single batched submit (much faster than per-mesh submits).
15231523 watchdogProgressLabel.store (" Batch: createMeshResources loop" , std::memory_order_relaxed);
15241524 std::vector<MeshComponent *> meshesNeedingUpload;
@@ -1567,9 +1567,8 @@ bool Renderer::preAllocateEntityResourcesBatch(const std::vector<Entity *>& enti
15671567 }
15681568 }
15691569
1570- // --- 2. Defer all GPU copies to the render thread safe point ---\
1571- if (!meshesNeedingUpload.empty())
1572- {
1570+ // --- 2. Defer all GPU copies to the render thread safe point ---
1571+ if (!meshesNeedingUpload.empty ()) {
15731572 watchdogProgressLabel.store (" Batch: EnqueueMeshUploads" , std::memory_order_relaxed);
15741573 EnqueueMeshUploads (meshesNeedingUpload);
15751574 if (flushUploadsNow) {
@@ -1578,8 +1577,8 @@ bool Renderer::preAllocateEntityResourcesBatch(const std::vector<Entity *>& enti
15781577 }
15791578 }
15801579
1581- // --- 3. Create uniform buffers and descriptor sets per entity ---\
1582- watchdogProgressLabel.store("Batch: per-entity resources loop", std::memory_order_relaxed);
1580+ // --- 3. Create uniform buffers and descriptor sets per entity ---
1581+ watchdogProgressLabel.store (" Batch: per-entity resources loop" , std::memory_order_relaxed);
15831582 uint32_t processedResources = 0 ;
15841583 uint32_t resourceLoopIndex = 0 ;
15851584 for (Entity* entity : entities) {
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