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2+ cameras and render passes / minimap / split screen #17

@johnny-smitherson

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@johnny-smitherson

Has this been attempted to be used with 2 cameras with different render passes?

Here are some use cases: bevy split screen example and trackball + minimap.

Adding 2 objects with the FloatingOrigin component triggers panic.

I have not looked too closely at what this would all entail, but I do see

/// Update the [`LocalFloatingOrigin`] of every [`ReferenceFrame`] in the world. This does not

This "local floating origin" value that needs to be updated on all the reference frames would need to be computed for each of the cameras/floating origins we want to render from.

And I guess I'd go down the rabbit hole from there, using the correct instance of the data when the correct camera is rendering, right?

Also, bevy seems to only give us 32 RenderLayers for control of what actually shows up on the cameras - would we need to put the different "local floating origin" recomputations on different layers, or could this be done by changing the data on the fly when doing each camera's render pass?

Finally, is such a feature desired in the lib?

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