Function bevy::pbr::extract_meshes_for_cpu_building

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>, &Handle<Mesh>, 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.