Function bevy::pbr::extract_meshes_for_gpu_building
source · pub fn extract_meshes_for_gpu_building(
render_mesh_instances: ResMut<'_, RenderMeshInstances>,
render_visibility_ranges: Res<'_, RenderVisibilityRanges>,
batched_instance_buffers: ResMut<'_, BatchedInstanceBuffers<MeshUniform, MeshInputUniform>>,
mesh_culling_data_buffer: ResMut<'_, MeshCullingDataBuffer>,
render_mesh_instance_queues: Local<'_, Parallel<RenderMeshInstanceGpuQueue>>,
meshes_query: Extract<'_, '_, Query<'_, '_, (Entity, &ViewVisibility, &GlobalTransform, Option<&PreviousGlobalTransform>, Option<&Lightmap>, Option<&Aabb>, &Handle<Mesh>, Has<NotShadowReceiver>, Has<TransmittedShadowReceiver>, Has<NotShadowCaster>, Has<NoAutomaticBatching>, Has<VisibilityRange>)>>,
cameras_query: Extract<'_, '_, Query<'_, '_, (), (With<Camera>, With<GpuCulling>)>>
)Expand description
Extracts meshes from the main world into the render world and queues
MeshInputUniforms to be uploaded to the GPU.
This is the variant of the system that runs when we’re using GPU
MeshUniform building.