If I use the
BABYLON.Tools.CreateScreenshot function and pass it a camera which is not in the scene.activeCameras list it seems to silently ignore it and uses the active camera instead.
At least that’s what I thought and I was going to ask if perhaps we could post a warning to the console that the camera passed is not an active camera, or we could error, or return a blank screenshot or add the camera to the list of active cameras, or something else? Demo playground.
The resulting scene I see is:
The view from the camera I was hoping to take a screenshot from should be (though it actually has the UI on it as well so … ):
So I was expecting the final scene to look like this:
However if you add both cameras to the active camera list it takes a composite image of both the active cameras: https://playground.babylonjs.com/#M6HFGB#1 So again it still ignores the camera you request be used and instead uses whatever the final rendered scene is.