bevy/examples/3d/msaa.rs

40 lines
1.3 KiB
Rust
Raw Normal View History

2020-07-30 01:15:15 +00:00
use bevy::prelude::*;
/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher will result in smoother edges,
/// but it will also increase the cost to render those edges. The range should generally be somewhere between 1 (no multi sampling,
/// but cheap) to 8 (crisp but expensive)
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
2020-07-30 01:15:15 +00:00
.run();
}
/// set up a simple 3D scene
fn setup(
commands: &mut Commands,
2020-07-30 01:15:15 +00:00
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// add entities to the world
commands
// cube
.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
2020-10-12 23:54:22 +00:00
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
2020-07-30 01:15:15 +00:00
..Default::default()
})
// light
.spawn(LightBundle {
transform: Transform::from_translation(Vec3::new(4.0, 8.0, 4.0)),
2020-07-30 01:15:15 +00:00
..Default::default()
})
// camera
.spawn(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(-3.0, 3.0, 5.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
2020-07-30 01:15:15 +00:00
..Default::default()
});
}