//! The renderer's scene identity handle. Callers key their scene snapshots
//! by this id and convert from their own entity type at the seam; the
//! renderer only ever copies, compares, and hashes it.
#[derive(Default, Clone, Copy, Debug, Eq, PartialEq, Hash)]
pub struct RenderEntity {
pub id: u32,
pub generation: u32,
}