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Perhaps you can solve it with render layers: bevy/examples/3d/render_to_texture.rs Line 75 in 8067e46 If the debug grid is on layer n, you can opt-in to rendering this layer on a per-camera basis by adding layer n to those cameras as well afaik. The example shows that the last camera pass uses the default layer 0, so it does not see the layer 1 stuff earlier in the example. |
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Hm I can't easily tell by just looking at the commit. Gut feeling is that perhaps the combination of
might have hit a but somewhere. |
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So, I've been working on this PR, which has at least 3 cameras, play mode camera, editor camera and simulate playmode camera in another view tab. The issue is that I want to ignore debug_grid in the newly created camera, but not in the editor camera.
I remember that around version 0.8 I could do it with render pass, but I'm not sure how to do it now
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