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If RenderTarget.canvas is true, it may try to render itself in PreRender. Whether this is wanted or not, there needs to be a limit to the depth of recursion.
The text was updated successfully, but these errors were encountered:
One suggestion is instead of rendering all Canvases per camera, assign a canvas to a single camera and then render only that canvas. Nesting canvases also allows for some basic merging of canvas rendering (for example, camera A renders canvases A and B while camera B only renders B). More complex set operations could be handled in other ways.
However a problem arises when the RenderTarget's source is set to a camera which renders the canvas it is inside, which still has this issue.
If
RenderTarget.canvas
is true, it may try to render itself inPreRender
. Whether this is wanted or not, there needs to be a limit to the depth of recursion.The text was updated successfully, but these errors were encountered: