bevy_vello
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Support multiple cameras
This is a first stab at multiple camera support. It currently assumes that the desired camera is on RenderLayer 0.
I'd like to allow flexibility on RenderLayer, but I wasn't sure how to support it properly. For example, if you have multiple render layers configured for an entity you want to render with bevy_vello, does that mean that you'd need to compute the affine for each camera targeted?