 bbb9849506
			
		
	
	
		bbb9849506
		
	
	
	
	
		
			
			it's a followup of #1550 I think calling explicit methods/values instead of default makes the code easier to read: "what is `Quat::default()`" vs "Oh, it's `Quat::IDENTITY`" `Transform::identity()` and `GlobalTransform::identity()` can also be consts and I replaced the calls to their `default()` impl with `identity()`
		
			
				
	
	
		
			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
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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::build()
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|         .insert_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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|     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(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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|         .spawn(LightBundle {
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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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|         .spawn(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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