Note
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Scene Overlay¶
Example showing a 3D scene with a 2D overlay.
The idea is to render both scenes, but clear the depth before rendering the overlay, so that it’s always on top.

import numpy as np
from wgpu.gui.auto import WgpuCanvas, run
import pygfx as gfx
import pylinalg as la
# Create a canvas and renderer
canvas = WgpuCanvas(size=(500, 300))
renderer = gfx.renderers.WgpuRenderer(canvas)
# Compose a 3D scene
scene1 = gfx.Scene()
geometry1 = gfx.box_geometry(200, 200, 200)
material1 = gfx.MeshPhongMaterial(color=(1, 1, 0, 1.0))
cube1 = gfx.Mesh(geometry1, material1)
scene1.add(cube1)
camera1 = gfx.OrthographicCamera(300, 300)
scene1.add(camera1.add(gfx.DirectionalLight()))
# Compose another scene, a 2D overlay
scene2 = gfx.Scene()
positions = np.array(
[
[-1, -1, 0.5],
[-1, +1, 0.5],
[+1, +1, 0.5],
[+1, -1, 0.5],
[-1, -1, 0.5],
[+1, +1, 0.5],
],
np.float32,
)
geometry2 = gfx.Geometry(positions=positions * 0.9)
material2 = gfx.LineMaterial(thickness=5.0, color=(0.8, 0.0, 0.2, 1.0))
line2 = gfx.Line(geometry2, material2)
scene2.add(line2)
camera2 = gfx.NDCCamera()
def animate():
rot = la.quat_from_euler((0.005, 0.01), order="XY")
cube1.local.rotation = la.quat_mul(rot, cube1.local.rotation)
renderer.render(scene1, camera1, flush=False)
renderer.render(scene2, camera2)
canvas.request_draw()
if __name__ == "__main__":
canvas.request_draw(animate)
run()
Total running time of the script: (0 minutes 0.168 seconds)