Seem like Visibility is not work in RenderTarget

Seem like Visibility is not work in RenderTarget

It seems to work in this PG:

Would you have a repro of the problem?

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i use diffrent camera i fix it by Using .isVisible but i am sure that visibility have bug in sec camera

Can you repro in the PG?

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@Deltakosh
@Evgeni_Popov
hey again thanks for reply some how that work in PG
https://www.babylonjs-playground.com/#LCPG8M#2

i just have diffrent issue about resolation of render target here that look like not matter how you define the size

CreateScreenshotUsingRenderTarget is work well but i dont know how i can make rendertarget of that customized ** for example add postprocess or make samplar 8

The number of samples is a parameter of CreateScreenshotUsingRenderTarget, and you can attach a post-process to camera2 to apply one (or several) specific post-processes to the screenshot:

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this dont look like do MSAA is not applyed

also are you know why the size is not updated in rendertarget ? https://www.babylonjs-playground.com/#LCPG8M#2

You must see doNotChangeAspectRatio to false when you create the RTT if you want the texture to retain the aspect ratio of the camera.

Also, you have some errors in the console because you are not allowed to read a texture that you also render into, which is what happens when the RTT renders, because the ground2 mesh has the RTT texture as its diffuse texture: you should remove ground2 from rtt.renderList.

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