[Merged by Bors] - fix multiple_windows example#4389
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jakobhellermann wants to merge 1 commit intobevyengine:mainfrom
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[Merged by Bors] - fix multiple_windows example#4389jakobhellermann wants to merge 1 commit intobevyengine:mainfrom
jakobhellermann wants to merge 1 commit intobevyengine:mainfrom
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The example was broken in #3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally. Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet. To fix the example, we need to - don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker - add the `CameraTypePlugin::<SecondWindowCamera3d>` - extract the correct `RenderPhase`s - add a 3d pass driver node for the secondary camera Fixes #4378 Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
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The example was broken in bevyengine#3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally. Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet. To fix the example, we need to - don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker - add the `CameraTypePlugin::<SecondWindowCamera3d>` - extract the correct `RenderPhase`s - add a 3d pass driver node for the secondary camera Fixes bevyengine#4378 Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
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The example was broken in bevyengine#3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally. Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet. To fix the example, we need to - don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker - add the `CameraTypePlugin::<SecondWindowCamera3d>` - extract the correct `RenderPhase`s - add a 3d pass driver node for the secondary camera Fixes bevyengine#4378 Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
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The example was broken in #3635 when the
ActiveCameralogic was introduced, after which there could only be one activeCamera3dglobally.Ideally there could be one
Camera3dper render target, not globally, but that isn't the case yet.To fix the example, we need to
Camera3dtwice, add a newSecondWindowCamera3dmarkerCameraTypePlugin::<SecondWindowCamera3d>RenderPhasesFixes #4378