pub(crate) fn allocate_mesh(
world: &mut World,
desc: &OwnedLitMeshDesc,
) -> RenderEntityExpand description
Allocate a mesh in the render world, answering its asset entity.
This is the mesh allocation a job that builds several things in one step
makes for itself. Panics when the world carries no MeshSource.
several things in one step. Panics when the world carries no
MeshSource.