pub fn mount_scene_content(
render: &WorldHandle,
pass: RenderEntity,
panels: Option<PanelSlots>,
)Expand description
Queue this scene’s own content on the render world: its camera, and — where there is a panel to draw — the UI source that draws it.
pass is the pass returned by setup_render_world, where the panel’s
source belongs.
Both are jobs, so a world that was set up to draw can be given a scene without its setup ever hearing of one. The panel itself lives in the gameplay world and nothing here reaches it: the source draws whatever the slots hold, and the world holding the panel fills them.