There seems to be a problem with RenderTargetTexture when using WebGPU.
With WebGL everything is fine.
It works in WebGPU if I reverse the order of the active cameras. But in WebGL I don’t need to do this.
Logically in Babylon it is the camera[0] which is always visible. But if I use RenderTargetTexture, the last camera in the list is displayed (in WebGPU, not WebGL).
I wouldn’t want to change the order of the cameras on my project.
Disable line 36 to see what’s happening in WebGPU.
Oh, I think it’s because of the texture rendering working correctly in WebGL, but with WebGPU, the capture happens with the latest camera when you have more than one.
I compared the 2 rendering textures with webGL and WebGPU in the inspector.