pub fn queue_material_meshes<M: Material>(
render_materials: Res<'_, RenderAssets<PreparedMaterial<M>>>,
render_mesh_instances: Res<'_, RenderMeshInstances>,
render_material_instances: Res<'_, RenderMaterialInstances>,
mesh_allocator: Res<'_, MeshAllocator>,
gpu_preprocessing_support: Res<'_, GpuPreprocessingSupport>,
opaque_render_phases: ResMut<'_, ViewBinnedRenderPhases<Opaque3d>>,
alpha_mask_render_phases: ResMut<'_, ViewBinnedRenderPhases<AlphaMask3d>>,
transmissive_render_phases: ResMut<'_, ViewSortedRenderPhases<Transmissive3d>>,
transparent_render_phases: ResMut<'_, ViewSortedRenderPhases<Transparent3d>>,
views: Query<'_, '_, (&ExtractedView, &RenderVisibleEntities)>,
specialized_material_pipeline_cache: ResMut<'_, SpecializedMaterialPipelineCache<M>>,
)
Expand description
For each view, iterates over all the meshes visible from that view and adds
them to BinnedRenderPhase
s or SortedRenderPhase
s as appropriate.