fn build_clusters(
world: &mut World,
context: RenderContext,
pass: Entity,
_ui: Option<Entity>,
size: (u32, u32),
_options: SceneOptions,
) -> SceneControlExpand description
Build the cluster debug scene’s world content.
One long floor, a handful of short-ranged lights and a fragment that overlays the grid on the lighting: nothing of the lit scene is reused, because what this scene has to show is where the counts differ, and the lit scene’s lights reach nearly every cell.