I use render to texture to render everything in a single position and that a camera with a fixed position can move 360 without having to rotate along with the car. Because if he did he would keep pointing forward instead of turning on his local position. Sorry for the confusion. Is that I interpret it. Anyway, I’m very concerned about the quality of the image, someone can help me https://playcanvas.com/editor/scene/759265
Use a bigger colour buffer? You could increase it to 1024 x 1024 or even 2048 x 2048.
Not sure why you need to render to texture in this scenario. You can have the camera as a child of the car and use the mouse to change the local rotation of the camera.
It happens that I only want the camera to turn with the device turning (I’m only using the mouse temporarily). But when I make the camera daughter of Arm_Buggy. The camera with camera.js continues showing the rotation of the device in its global position and not local. I would love to be able to combine the 2 rotations (camera.js for vr and the inherited rotation of Arm_buggy)
Camera.js is applying the rotations in global space. Can’t see much of a reason why it couldn’t be applied to local space. The only line that worries me is
this.entity.rotateLocal(0, 0, orientation); which I think can be mitigated by adding a new parent to the camera and applying that rotation to the parent instead of the camera or visa versa.
Thanks Friend. I think I’ve already tried, I’m not sure. Now I have a problem to test from my mobile device, but I will try.
I tried adding a parent entity of camera and child of arm_buggy but apparently, the camera keeps moving globally
I think that for now I will use a fixed camera camera.js.and I will move the floor to simulate displacement, I think it is the best way to ignore the processing weight of RenderTexture and I can also give realism even if the camera is moving globally .