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pub fn render<'rpass>(
&'rpass self,
render_pass: &mut wgpu::RenderPass<'rpass>,
_render_data: &'rpass WorldRenderFrameData,
) {
pub fn render<'rpass>(&'rpass self, render_pass: &mut wgpu::RenderPass<'rpass>) {
// I *know* I'm gonna forget
if !self
.prepared
.swap(false, std::sync::atomic::Ordering::SeqCst)
{
log::error!("`WorldRenderer::prepare` was not called, so no data can be updated.");
}