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PendingBackend

Struct PendingBackend 

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pub struct PendingBackend(pub Box<dyn RenderBackend>);
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A render backend transplanted out of a previous world, carried into a freshly built world so its GraphicsSystem reuses the live GPU device + window instead of constructing a new one. Published by the cn editor live SAVE swap between building the post-edit world and starting it; GraphicsSystem run_init takes it and calls RenderBackend::reload_world (reusing the window) instead of init_backend, so a save applies without recreating the OS window. A shipped runtime never publishes it; it exists only on the editor’s live-update path.

Tuple Fields§

§0: Box<dyn RenderBackend>

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