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			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			61 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders two 3d passes to the same window from different perspectives.
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| 
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| /// Set up a simple 3D scene
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // Plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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|         material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
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|         ..default()
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|     });
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| 
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|     // Cube
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Cuboid::default()),
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|         material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|         ..default()
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|     });
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| 
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|     // Light
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|     commands.spawn(PointLightBundle {
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|         point_light: PointLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         ..default()
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|     });
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| 
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|     // Camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(10.0, 10., -5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         camera: Camera {
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|             // renders after / on top of the main camera
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|             order: 1,
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|             clear_color: ClearColorConfig::None,
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|             ..default()
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|         },
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|         ..default()
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|     });
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| }
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