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_default_plugins() .add_startup_system(setup.system()) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // add entities to the world commands // cube .spawn(PbrComponents { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), ..Default::default() }) // light .spawn(LightComponents { transform: Transform::from_translation(Vec3::new(4.0, 8.0, 4.0)), ..Default::default() }) // camera .spawn(Camera3dComponents { transform: Transform::new(Mat4::face_toward( Vec3::new(-3.0, 3.0, 5.0), Vec3::new(0.0, 0.0, 0.0), Vec3::new(0.0, 1.0, 0.0), )), ..Default::default() }); }