//! 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>, mut materials: ResMut>, ) { // Plane commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)), material: materials.add(Color::srgb(0.3, 0.5, 0.3)), ..default() }); // Cube commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // Light commands.spawn(PointLightBundle { point_light: PointLight { 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: Camera { // renders after / on top of the main camera order: 1, clear_color: ClearColorConfig::None, ..default() }, ..default() }); }