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() .insert_resource(Msaa { samples: 4 }) .add_plugins(DefaultPlugins) .add_startup_system(setup.system()) .run(); } /// set up a simple 3D scene fn setup( commands: &mut Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // add entities to the world commands // cube .spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), ..Default::default() }) // light .spawn(LightBundle { transform: Transform::from_xyz(4.0, 8.0, 4.0), ..Default::default() }) // camera .spawn(PerspectiveCameraBundle { transform: Transform::from_xyz(-3.0, 3.0, 5.0) .looking_at(Vec3::default(), Vec3::unit_y()), ..Default::default() }); }