 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.
		
			
				
	
	
		
			58 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! 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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| //! Note that WGPU currently only supports 1 or 4 samples.
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| //! Ultimately we plan on supporting whatever is natively supported on a given device.
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| //! Check out [this issue](https://github.com/gfx-rs/wgpu/issues/1832) for more info.
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| 
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| use bevy::prelude::*;
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| 
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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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|         .add_system(cycle_msaa)
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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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|     info!("Press 'm' to toggle MSAA");
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|     info!("Using 4x MSAA");
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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()
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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()
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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()
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|     });
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| }
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| 
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| fn cycle_msaa(input: Res<Input<KeyCode>>, mut msaa: ResMut<Msaa>) {
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|     if input.just_pressed(KeyCode::M) {
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|         if msaa.samples == 4 {
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|             info!("Not using MSAA");
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|             msaa.samples = 1;
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|         } else {
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|             info!("Using 4x MSAA");
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|             msaa.samples = 4;
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|         }
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|     }
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| }
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