Commit 71ce303
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compute-shader mesh generation example (#22296)
# Objective
People have been asking how to get a compute shader-built mesh into
bevy's "stuff".
Some people want to control the lifetime of the mesh via Handle, and
others don't don't how to set data in bind groups.
## Solution
a new example that shows how to initialize a mesh handle with a
render_world usage mesh, and then put the output of the compute shader
into the mesh_allocator slab for the mesh.
The demo creates a scene with a camera, light, a circular base mesh, and
an empty "cube to be" mesh that is shared by cloning the handle across
two entities. The compute shader then fills in the data directly into
the mesh_allocator slabs for the vertex/index buffers.
If the compute shader failed, there would be no cube meshes showing as
the data would be empty.
## Testing
```
cargo run --example compute_mesh
```
---
## Showcase
<img width="3392" height="2106" alt="screenshot-2025-12-29-at-16 06
48@2x"
src="https://github.com/user-attachments/assets/88d8fed4-e3c1-418e-bb04-6f08d673403a"
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