I think I might have gotten more feedback on my last post if I had phrased it as a question rather than a suggestion. D'oh!
I am trying to have a local 4-player game screen (split into quarters), or various configurations up to, so some Scene3D instances are shared among up to 4 View3D instances. With view3D.autoUpdate set to true, of course Scene3D throws a Debug error complaining about over updating the scene. But if I set autoUpdate to false, and even call scene3D.updateScene(); before calling view3D.render();, and it doesn't seem to update at the right time, because the scene.updatedSessions Dictionary is coming back as null in the AbstractRenderSession (presumably inside a SpriteRenderSession instance). Currently, I have a PlayerView class (one for each player) that takes a player's camera, and builds a layered set of View3Ds to minimize depth sorting (separating floor from game objs from backdrop, etc.), and the View3Ds hook into a set of corresponding Scene3Ds I don't want to cheat and go altering low level super-classes like AbstractRenderSession to fix this, because I know that will break the engine for other more common scenarios. How can I best implement my code to take advantage of this? Thanks! -Pete
