//! Renders two 3d passes to the same window from different perspectives. use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } /// Set up a simple 3D scene fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { // Plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))), MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), )); // Cube commands.spawn(( Mesh3d(meshes.add(Cuboid::default())), MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))), Transform::from_xyz(0.0, 0.5, 0.0), )); // Light commands.spawn(( PointLight { shadows_enabled: true, ..default() }, Transform::from_xyz(4.0, 8.0, 4.0), )); // Camera commands.spawn(( Camera3d::default(), Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), )); // camera commands.spawn(( Camera3d::default(), Camera { // renders after / on top of the main camera order: 1, clear_color: ClearColorConfig::None, ..default() }, Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y), )); }