40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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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_plugins(DefaultPlugins)
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|         .add_startup_system(setup.system())
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|         .run();
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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|     commands: &mut 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(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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|         .spawn(LightComponents {
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|             transform: Transform::from_translation(Vec3::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::from_translation(Vec3::new(-3.0, 3.0, 5.0))
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|                 .looking_at(Vec3::default(), Vec3::unit_y()),
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|             ..Default::default()
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|         });
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| }
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