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The method BABYLON.ScreenshotTools.CreateScreenshotUsingRenderTarget is not respecting the selected render target when the scene has multiple cameras.
Playground demo.
Line 82-89 has the following method:
BABYLON.ScreenshotTools.CreateScreenshotUsingRenderTarget( engine, camera1, { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, (data) => { console.log(data); } );
The camera1 variable has the view from the upper box (big box). However, the result, is a screenshot using the last camera from the list of active cameras (scene.activeCameras).
camera1
scene.activeCameras
Expected output:
Actual output:
BabylonJS Forum thread discussion
The text was updated successfully, but these errors were encountered:
Fixed screenshot when scene has multi-cameras. Issue BabylonJS#9201
889fdf0
Merge pull request #9202 from gabrielheming/master
38bda5f
Fixed screenshot when scene has multi-cameras. Issue #9201
Seems that a new commit undone this fix. I'm reopening this issue. e55a95f
Sorry, something went wrong.
Fix by the latest PRs :-) will be in the next nightly thanks for reporting it
gabrielheming
No branches or pull requests
The method BABYLON.ScreenshotTools.CreateScreenshotUsingRenderTarget is not respecting the selected render target when the scene has multiple cameras.
Playground demo.
Line 82-89 has the following method:
The
camera1
variable has the view from the upper box (big box). However, the result, is a screenshot using the last camera from the list of active cameras (scene.activeCameras
).Expected output:
Actual output:
BabylonJS Forum thread discussion
The text was updated successfully, but these errors were encountered: