bevy_spriteFunction queue_material2d_meshes
Source pub fn queue_material2d_meshes<M: Material2d>(
opaque_draw_functions: Res<'_, DrawFunctions<Opaque2d>>,
alpha_mask_draw_functions: Res<'_, DrawFunctions<AlphaMask2d>>,
transparent_draw_functions: Res<'_, DrawFunctions<Transparent2d>>,
material2d_pipeline: Res<'_, Material2dPipeline<M>>,
pipelines: ResMut<'_, SpecializedMeshPipelines<Material2dPipeline<M>>>,
pipeline_cache: Res<'_, PipelineCache>,
render_meshes: Res<'_, RenderAssets<RenderMesh>>,
render_materials: Res<'_, RenderAssets<PreparedMaterial2d<M>>>,
render_mesh_instances: ResMut<'_, RenderMesh2dInstances>,
render_material_instances: Res<'_, RenderMaterial2dInstances<M>>,
transparent_render_phases: ResMut<'_, ViewSortedRenderPhases<Transparent2d>>,
opaque_render_phases: ResMut<'_, ViewBinnedRenderPhases<Opaque2d>>,
alpha_mask_render_phases: ResMut<'_, ViewBinnedRenderPhases<AlphaMask2d>>,
views: Query<'_, '_, (Entity, &ExtractedView, &RenderVisibleEntities, &Msaa, Option<&Tonemapping>, Option<&DebandDither>)>,
)