Function queue_material_meshes

Source
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>>,
)
where M::Data: PartialEq + Eq + Hash + Clone,
Expand description

For each view, iterates over all the meshes visible from that view and adds them to BinnedRenderPhases or SortedRenderPhases as appropriate.