Function bevy::pbr::extract_meshes_for_gpu_building

pub fn extract_meshes_for_gpu_building(
    render_mesh_instances: ResMut<'_, RenderMeshInstances>,
    render_visibility_ranges: Res<'_, RenderVisibilityRanges>,
    batched_instance_buffers: ResMut<'_, BatchedInstanceBuffers<MeshUniform, MeshInputUniform>>,
    mesh_culling_data_buffer: ResMut<'_, MeshCullingDataBuffer>,
    render_mesh_instance_queues: Local<'_, Parallel<RenderMeshInstanceGpuQueue>>,
    meshes_query: Extract<'_, '_, Query<'_, '_, (Entity, &ViewVisibility, &GlobalTransform, Option<&PreviousGlobalTransform>, Option<&Lightmap>, Option<&Aabb>, &Handle<Mesh>, Has<NotShadowReceiver>, Has<TransmittedShadowReceiver>, Has<NotShadowCaster>, Has<NoAutomaticBatching>, Has<VisibilityRange>)>>,
    cameras_query: Extract<'_, '_, Query<'_, '_, (), (With<Camera>, With<GpuCulling>)>>
)
Expand description

Extracts meshes from the main world into the render world and queues MeshInputUniforms to be uploaded to the GPU.

This is the variant of the system that runs when we’re using GPU MeshUniform building.