pub fn extract_meshes_for_cpu_building(
render_mesh_instances: ResMut<'_, RenderMeshInstances>,
render_visibility_ranges: Res<'_, RenderVisibilityRanges>,
render_mesh_instance_queues: Local<'_, Parallel<Vec<(Entity, RenderMeshInstanceCpu)>>>,
meshes_query: Extract<'_, '_, Query<'_, '_, (Entity, &ViewVisibility, &GlobalTransform, Option<&PreviousGlobalTransform>, &Mesh3d, Has<NotShadowReceiver>, Has<TransmittedShadowReceiver>, Has<NotShadowCaster>, Has<NoAutomaticBatching>, Has<VisibilityRange>)>>,
)
Expand description
Extracts meshes from the main world into the render world, populating the
RenderMeshInstances
.
This is the variant of the system that runs when we’re not using GPU
MeshUniform
building.