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