# Displaying scene axes and grid occluded by original scene?

**URL:** <https://forum.babylonjs.com/t/displaying-scene-axes-and-grid-occluded-by-original-scene/46160>\
**Category:** Questions\
**Tags:** gizmo, camera, scene, utilitylayerrenderer\
**Created:** [December 4, 2023, 1:44pm UTC](https://forum.babylonjs.com/t/displaying-scene-axes-and-grid-occluded-by-original-scene/46160 "2023-12-04T13:44:03Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [December 5, 2023, 11:34am UTC](https://forum.babylonjs.com/t/displaying-scene-axes-and-grid-occluded-by-original-scene/46160/9 "2023-12-05T11:34:56Z")

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> [@murphy](#):
>
> ive found this playground on an ancient [git issue](https://github.com/BabylonJS/Babylon.js/issues/6327) where it does seem to work: [https://www.babylonjs-playground.com/#BF24BR#2](https://www.babylonjs-playground.com/#BF24BR#2)

Don’t you want the axis viewer to also be occluded by the geometry of the scene? That’s the problem, if you want that it is not affected by the post-process at the same time.

You would have to use a solution similar to [Sharing depth buffer between two cameras - #8 by Evgeni\_Popov](https://forum.babylonjs.com/t/sharing-depth-buffer-between-two-cameras/34971/8) (you need to reuse the depth buffer generated by the default rendering pipeline), which is indeed a bit complicated…

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