//! Renders two 3d passes to the same window from different perspectives. use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_startup_system(setup) .run(); } /// set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); // cube commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y), camera_3d: Camera3d { clear_color: ClearColorConfig::None, ..default() }, camera: Camera { // renders after / on top of the main camera priority: 1, ..default() }, ..default() }); }