# How to create 3D markup and make canvas markup aggregation

**URL:** <https://forum.techsoft3d.com/t/how-to-create-3d-markup-and-make-canvas-markup-aggregation/1607>\
**Category:** HOOPS Visualize Web\
**Created:** [February 20, 2023, 3:41am UTC](https://forum.techsoft3d.com/t/how-to-create-3d-markup-and-make-canvas-markup-aggregation/1607 "2023-02-20T03:41:04Z")\
**Posts on this page:** 1\
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**Author:** ![guido](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.techsoft3d.com/guido/32/115_2.png) [@guido](https://forum.techsoft3d.com/u/guido)\
**Post date:** [February 20, 2023, 9:38pm UTC](https://forum.techsoft3d.com/t/how-to-create-3d-markup-and-make-canvas-markup-aggregation/1607/3 "2023-02-20T21:38:10Z")

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Just to follow-up, if you try to implement 3d markup you might want to have a look at the class below:

> [@Sprite Manager Class](https://forum.techsoft3d.com/t/sprite-manager-class/447):
>
> HOOPS Communicator makes it easy to create any kind of complex 2D markup via the [MarkupManager](https://docs.techsoft3d.com/communicator/latest/build/api_ref/typedoc/classes/communicator.markupmanager.html) class which uses an SVG layer on top of the 3D model for most markup types. However, sometimes it can be desirable to create markup that is part of the 3D scene. This allows it to be occluded by other 3D objects and also makes the markup geometry selectable as part of the standard HOOPS Communicator selection mechanism. The SpriteManager class below is a fairly straightforward implementation…

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