At the moment I have this scene in which 3 camera’s are placed, all three have been turned into arcrotatecamera’s. Let’s call them Camera1, CameraF and CameraB.
Camera1 is used for the user to rotate his view around the object.
CameraF is used to create a screenshot from the front of the object.
CameraB is used to create a screenshot from the back of the object. No matter how much the user rotated around the object CameraF will always be at the front and CameraB always at te back.
However if i take a screenshot, these camera’s (F and B) will be active at the canvas.
In order to solve this issue and prevent this from happening.
I created a second scene that’s basically a copy from the original.
However in this scene my CameraF and CameraB are always in front of the object.
Despise setting them at a different alpha… they keep the same position. (This same code worked for the original scene, but does not work in the second scene)
this._camera_front = new BABYLON.ArcRotateCamera("cameraF", -Math.PI/2, Math.PI/2, 30, new BABYLON.Vector3(0, 0, 0), this._scene_copy);
this._camera_back = new BABYLON.ArcRotateCamera("cameraB", Math.PI/2, Math.PI/2, 30, new BABYLON.Vector3(0, 0, 0), this._scene_copy);
However rotating the object also rotates the object in the other scene, which is fine as long as the other camera’s (F and B) would also rotate along.
So, basically it comes to three issues;
issue 1; in the single scene example the flash happens while taking screenshots from different angles, as noted this won’t be an issue that can’t be solved.
issue 2; in the second example where I used two scenes I’m losing some functionality of orientation? position?. My camera’s don’t receive the position on which they should be according to the first, single scene, example.
issue 3; in the second example the camera’s don’t “rotate with the object” since they show always the view from a static position, if they object rotates, they show a side view instead of the front and back.