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https://github.com/bevyengine/bevy
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11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
37 lines
1.2 KiB
Rust
37 lines
1.2 KiB
Rust
use bevy::prelude::*;
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/// This example shows how to configure Multi-Sample Anti-Aliasing. Setting the sample count higher
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/// will result in smoother edges, but it will also increase the cost to render those edges. The
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/// range should generally be somewhere between 1 (no multi sampling, but cheap) to 8 (crisp but
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/// expensive)
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fn main() {
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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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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// cube
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 2.0 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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..Default::default()
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});
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(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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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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}
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