pub fn queue_material_meshes(
render_materials: Res<'_, ErasedRenderAssets<PreparedMaterial>>,
render_mesh_instances: Res<'_, RenderMeshInstances>,
render_material_instances: Res<'_, RenderMaterialInstances>,
mesh_assets: Res<'_, RenderAssets<RenderMesh>>,
mesh_allocator: Res<'_, MeshAllocator>,
gpu_preprocessing_support: Res<'_, GpuPreprocessingSupport>,
maybe_batched_instance_buffers: Option<Res<'_, BatchedInstanceBuffers<MeshUniform, MeshInputUniform>>>,
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>>,
pending_mesh_material_queues: ResMut<'_, PendingMeshMaterialQueues>,
views: Query<'_, '_, (&ExtractedView, &RenderVisibleEntities)>,
specialized_material_pipeline_cache: ResMut<'_, SpecializedMaterialPipelineCache>,
dirty_specializations: Res<'_, DirtySpecializations>,
)Expand description
For each view, iterates over all the meshes visible from that view and adds
them to BinnedRenderPhases or SortedRenderPhases as appropriate.