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allocate_rgba_material

Function allocate_rgba_material 

Source
pub(crate) fn allocate_rgba_material(
    world: &mut World,
    size: (u32, u32),
    pixels: &[[u8; 4]],
    descriptor: SamplerDescriptor<'static>,
) -> RenderEntity
Expand description

Allocate a material over the RGBA image pixels, answering its asset entity.

This is the material a job that builds several things in one step allocates for itself.

ยงPanics

Panics when pixels does not hold exactly size.0 * size.1 pixels, or when the world carries no MeshSource.