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//! To use SMAA, add [`SmaaSettings`] to a [`bevy_render::camera::Camera`]. In a
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//! pinch, you can simply use the default settings (via the [`Default`] trait)
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//! for a high-quality, high-performance appearance. When using SMAA, you will
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- //! likely want to turn the default MSAA off by inserting the
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- //! [`bevy_render::view::Msaa::Off`] resource into the [`App`] .
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+ //! likely want set [`bevy_render::view::Msaa`] to [`bevy_render::view::Msaa::Off`]
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+ //! for every camera using SMAA .
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//!
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//! Those who have used SMAA in other engines should be aware that Bevy doesn't
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//! yet support the following more advanced features of SMAA:
Original file line number Diff line number Diff line change @@ -38,7 +38,7 @@ use bevy_utils::tracing::warn;
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const TAA_SHADER_HANDLE : Handle < Shader > = Handle :: weak_from_u128 ( 656865235226276 ) ;
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- /// Plugin for temporal anti-aliasing. Disables multisample anti-aliasing (MSAA).
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+ /// Plugin for temporal anti-aliasing.
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///
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/// See [`TemporalAntiAliasSettings`] for more details.
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pub struct TemporalAntiAliasPlugin ;
@@ -118,6 +118,8 @@ pub struct TemporalAntiAliasBundle {
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///
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/// # Usage Notes
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///
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+ /// Any camera with this component must also disable [`Msaa`] by setting it to [`Msaa::Off`].
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+ ///
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/// Requires that you add [`TemporalAntiAliasPlugin`] to your app,
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/// and add the [`DepthPrepass`], [`MotionVectorPrepass`], and [`TemporalJitter`]
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/// components to your camera.
Original file line number Diff line number Diff line change @@ -105,7 +105,8 @@ const MESHLET_MESH_MATERIAL_SHADER_HANDLE: Handle<Shader> =
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/// * Requires preprocessing meshes. See [`MeshletMesh`] for details.
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/// * Limitations on the kinds of materials you can use. See [`MeshletMesh`] for details.
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///
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- /// This plugin is not compatible with [`Msaa`], and adding this plugin will disable it.
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+ /// This plugin is not compatible with [`Msaa`]. Any camera rendering a [`MeshletMesh`] must have
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+ /// [`Msaa`] set to [`Msaa::Off`].
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///
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/// This plugin does not work on WASM.
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///
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