mirror of
https://github.com/bevyengine/bevy
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45 lines
1.5 KiB
Rust
45 lines
1.5 KiB
Rust
use bevy::prelude::*;
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/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher will result in smoother edges,
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/// but it will also increase the cost to render those edges. The range should generally be somewhere between 1 (no multi sampling,
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/// but cheap) to 8 (crisp but expensive)
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fn main() {
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App::build()
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.add_resource(Msaa { samples: 4 })
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.add_default_plugins()
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.add_startup_system(setup.system())
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.run();
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}
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/// set up a simple 3D scene
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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<StandardMaterial>>,
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) {
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// add entities to the world
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commands
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// cube
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.spawn(PbrComponents {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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material: materials.add(StandardMaterial {
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albedo: Color::rgb(0.5, 0.4, 0.3),
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..Default::default()
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}),
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..Default::default()
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})
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// light
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.spawn(LightComponents {
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translation: Translation::new(4.0, 8.0, 4.0),
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..Default::default()
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})
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// camera
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.spawn(Camera3dComponents {
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transform: Transform::new_sync_disabled(Mat4::face_toward(
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Vec3::new(-3.0, 3.0, 5.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, 1.0, 0.0),
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)),
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..Default::default()
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});
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}
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