 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
		
			
				
	
	
		
			25 lines
		
	
	
		
			753 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			25 lines
		
	
	
		
			753 B
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
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| 
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| use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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| 
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| fn main() {
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|     App::new()
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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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| 
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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<ColorMaterial>>,
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| ) {
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|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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|     commands.spawn_bundle(MaterialMesh2dBundle {
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|         mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
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|         transform: Transform::default().with_scale(Vec3::splat(128.)),
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|         material: materials.add(ColorMaterial::from(Color::PURPLE)),
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|         ..default()
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|     });
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| }
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