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
MeshInputUniform
s to be uploaded to the GPU.
This is the variant of the system that runs when we’re using GPU
MeshUniform
building.