bevy_sprite

Function 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>)>,
)
where M::Data: PartialEq + Eq + Hash + Clone,