I’m thinking about creating a system that will need many cameras, all seeing the same scene (layers). I have the impression that rendering them all every frame will be way too heavyweight, even if they’re smallish… but I don’t really know which approach is going to work out (accepting that I’ll have a lower frame rate on each view):
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Multiple Cameras and only one renders per frame - interrupt the normal per frame update somehow
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One camera that moves to a new position for each frame, then transfers the result to the correct texture used on the screen
Any hints please? I know that there’s a multi-view extension that nvidia had, but no idea if it made it into WebGL, let alone PC.
Bruce