MSAA
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@@ -22,6 +22,7 @@ GPU graphics background is required.
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| [Shadows](shadows.md) | Shadow mapping: picking the casting light, the packed-index pitfall |
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| [Mesh & primitives](mesh.md) | Procedural generators + file import (OBJ), feature-gated |
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| [HDR & tone mapping](hdr.md) | Offscreen float render + ACES/Reinhard, opt-in via `with_hdr` |
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| [MSAA (anti-aliasing)](msaa.md) | Multi-sample edge smoothing, opt-in via `with_msaa(4)` |
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| [GPU-driven rendering](gpu-driven.md) | GPU world matrices + indirect draws, opt-in frustum culling |
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| [Camera & input](camera-input.md) | Active camera, orbital controller, unified keyboard/mouse state |
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| [Examples](examples.md) | The 7 repo examples, the advanced `manual` workflow, adding your own example |
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@@ -36,6 +37,7 @@ WSG follows a strict rule: **a feature you don't enable costs nothing at runtime
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|---------|--------------|----------------|
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| Shadows | `scene.set_shadow_caster(Some(idx))` | No shadow map allocated, no depth pass, no PCF sampling |
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| HDR + Tone mapping | `AppBuilder::with_hdr(ToneMapper::Aces)` | No offscreen texture, no TM pass, direct-to-surface render |
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| MSAA | `AppBuilder::with_msaa(4)` | Single-sample (1×), zero overhead |
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| GPU-driven culling | `AppBuilder::with_gpu_driven(true)` | No compute pipeline, no indirect draw buffers |
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| LOD | `scene.create_mesh_with_lod(…, levels)` | Single-level mesh, no decimation, no hysteresis |
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| Primitives | Cargo feature `prim-*` (default: all) | Not compiled at all |
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