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Delay as graphics assets become available #48

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@mgrider

As mentioned on the Swift forums a while back, it seems that image loading has a fair amount of delay on application start. I've only tested with a MacOS target so far, but there is a > 1 second delay before my Texture isReady properties are true.

For some context, I added this check in my render function:

        for entity in entities {
            guard let spriteComponent = entity.component(ofType: SpriteComponent.self),
                  spriteComponent.sprite()?.texture.isReady == true
            else { continue }
            canvas.insert(spriteComponent, at: entity.transform2.position)
        }

Admittedly, this delay is on fairly large ("full-screen" – i.e. background) textures. If I need to optimize (or show a loading state), I can certainly do that, but I thought I'd create an issue just in case this is still hanging around as a TODO somewhere.

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