fn allocate_material(
world: &mut World,
descriptor: SamplerDescriptor<'static>,
build_texture: impl FnOnce(&MeshSource, &Scope<'_>) -> Texture,
) -> RenderEntityExpand description
Allocate one material in the render world from a texture built on its device, and answer its asset entity.
It builds a texture, registers it with a default view and a sampler,
then allocates the material. Panics inside the render world when it
carries no MeshSource.