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add a 3d lines example (#5319)
# Objective - Showcase how to use a `Material` and `Mesh` to spawn 3d lines ![image](https://user-images.githubusercontent.com/8348954/179034236-ebc07f90-3eb5-46cc-8fc1-be7e6bf983fb.png) ## Solution - Add an example using a simple `Material` and `Mesh` definition to draw a 3d line - Shows how to use `LineList` and `LineStrip` in combination with a specialized `Material` ## Notes This isn't just a primitive shape because it needs a special Material, but I think it's a good showcase of the power of the `Material` and `AsBindGroup` abstractions. All of this is easy to figure out when you know these options are a thing, but I think they are hard to discover which is why I think this should be an example and not shipped with bevy. Co-authored-by: Charles <IceSentry@users.noreply.github.com>
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4 changed files with 172 additions and 1 deletions
20
Cargo.toml
20
Cargo.toml
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@ -13,7 +13,15 @@ repository = "https://github.com/bevyengine/bevy"
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[workspace]
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[workspace]
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exclude = ["benches", "crates/bevy_ecs_compile_fail_tests"]
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exclude = ["benches", "crates/bevy_ecs_compile_fail_tests"]
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members = ["crates/*", "examples/ios", "tools/ci", "tools/spancmp", "tools/build-example-pages", "tools/build-wasm-example", "errors"]
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members = [
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"crates/*",
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"examples/ios",
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"tools/ci",
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"tools/spancmp",
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"tools/build-example-pages",
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"tools/build-wasm-example",
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"errors",
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]
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[features]
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[features]
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default = [
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default = [
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@ -281,6 +289,16 @@ description = "Illustrates various lighting options in a simple scene"
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category = "3D Rendering"
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category = "3D Rendering"
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wasm = true
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wasm = true
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[[example]]
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name = "lines"
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path = "examples/3d/lines.rs"
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[package.metadata.example.lines]
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name = "Lines"
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description = "Create a custom material to draw 3d lines"
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category = "3D Rendering"
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wasm = true
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[[example]]
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[[example]]
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name = "spotlight"
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name = "spotlight"
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path = "examples/3d/spotlight.rs"
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path = "examples/3d/spotlight.rs"
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11
assets/shaders/line_material.wgsl
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assets/shaders/line_material.wgsl
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@ -0,0 +1,11 @@
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struct LineMaterial {
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color: vec4<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> material: LineMaterial;
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[[stage(fragment)]]
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fn fragment() -> [[location(0)]] vec4<f32> {
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return material.color;
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}
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141
examples/3d/lines.rs
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141
examples/3d/lines.rs
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@ -0,0 +1,141 @@
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//! Create a custom material to draw basic lines in 3D
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use bevy::{
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pbr::{MaterialPipeline, MaterialPipelineKey},
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::{MeshVertexBufferLayout, PrimitiveTopology},
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render_resource::{
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AsBindGroup, PolygonMode, RenderPipelineDescriptor, ShaderRef,
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SpecializedMeshPipelineError,
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},
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(MaterialPlugin::<LineMaterial>::default())
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.add_startup_system(setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<LineMaterial>>,
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) {
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// Spawn a list of lines with start and end points for each lines
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commands.spawn().insert_bundle(MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(LineList {
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lines: vec![
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(Vec3::ZERO, Vec3::new(1.0, 1.0, 0.0)),
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(Vec3::new(1.0, 1.0, 0.0), Vec3::new(1.0, 0.0, 0.0)),
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],
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})),
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transform: Transform::from_xyz(-1.5, 0.0, 0.0),
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material: materials.add(LineMaterial {
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color: Color::GREEN,
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}),
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..default()
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});
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// Spawn a line strip that goes from point to point
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commands.spawn().insert_bundle(MaterialMeshBundle {
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mesh: meshes.add(Mesh::from(LineStrip {
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points: vec![
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Vec3::ZERO,
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Vec3::new(1.0, 1.0, 0.0),
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Vec3::new(1.0, 0.0, 0.0),
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],
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})),
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transform: Transform::from_xyz(0.5, 0.0, 0.0),
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material: materials.add(LineMaterial { color: Color::BLUE }),
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..default()
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});
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// camera
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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#[derive(Default, AsBindGroup, TypeUuid, Debug, Clone)]
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#[uuid = "050ce6ac-080a-4d8c-b6b5-b5bab7560d8f"]
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struct LineMaterial {
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#[uniform(0)]
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color: Color,
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}
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impl Material for LineMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/line_material.wgsl".into()
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}
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fn specialize(
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_pipeline: &MaterialPipeline<Self>,
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descriptor: &mut RenderPipelineDescriptor,
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_layout: &MeshVertexBufferLayout,
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_key: MaterialPipelineKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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// This is the important part to tell bevy to render this material as a line between vertices
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descriptor.primitive.polygon_mode = PolygonMode::Line;
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Ok(())
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}
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}
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/// A list of lines with a start and end position
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#[derive(Debug, Clone)]
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pub struct LineList {
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pub lines: Vec<(Vec3, Vec3)>,
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}
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impl From<LineList> for Mesh {
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fn from(line: LineList) -> Self {
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let mut vertices = vec![];
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let mut normals = vec![];
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for (start, end) in line.lines {
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vertices.push(start.to_array());
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vertices.push(end.to_array());
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normals.push(Vec3::ZERO.to_array());
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normals.push(Vec3::ZERO.to_array());
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}
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// This tells wgpu that the positions are list of lines
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// where every pair is a start and end point
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let mut mesh = Mesh::new(PrimitiveTopology::LineList);
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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// Normals are currently required by bevy, but they aren't used by the [`LineMaterial`]
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mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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mesh
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}
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}
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/// A list of points that will have a line drawn between each consecutive points
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#[derive(Debug, Clone)]
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pub struct LineStrip {
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pub points: Vec<Vec3>,
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}
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impl From<LineStrip> for Mesh {
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fn from(line: LineStrip) -> Self {
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let mut vertices = vec![];
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let mut normals = vec![];
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for pos in line.points {
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vertices.push(pos.to_array());
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normals.push(Vec3::ZERO.to_array());
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}
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// This tells wgpu that the positions are a list of points
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// where a line will be drawn between each consecutive point
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let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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// Normals are currently required by bevy, but they aren't used by the [`LineMaterial`]
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mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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mesh
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}
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}
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@ -107,6 +107,7 @@ Example | Description
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[3D Scene](../examples/3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
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[3D Scene](../examples/3d/3d_scene.rs) | Simple 3D scene with basic shapes and lighting
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[3D Shapes](../examples/3d/shapes.rs) | A scene showcasing the built-in 3D shapes
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[3D Shapes](../examples/3d/shapes.rs) | A scene showcasing the built-in 3D shapes
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[Lighting](../examples/3d/lighting.rs) | Illustrates various lighting options in a simple scene
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[Lighting](../examples/3d/lighting.rs) | Illustrates various lighting options in a simple scene
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[Lines](../examples/3d/lines.rs) | Create a custom material to draw 3d lines
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[Load glTF](../examples/3d/load_gltf.rs) | Loads and renders a glTF file as a scene
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[Load glTF](../examples/3d/load_gltf.rs) | Loads and renders a glTF file as a scene
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[MSAA](../examples/3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
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[MSAA](../examples/3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
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[Orthographic View](../examples/3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)
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[Orthographic View](../examples/3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)
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