bevy/examples/3d/msaa.rs
Cameron Hart f61e44db28 Update glam to 0.13.0. (#1550)
See https://github.com/bitshifter/glam-rs/blob/master/CHANGELOG.md for details on changes.

Co-authored-by: Cameron Hart <c_hart@wargaming.net>
2021-03-06 19:39:16 +00:00

38 lines
1.3 KiB
Rust

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(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// 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::Y),
..Default::default()
});
}