Well the view layering is more for killing the flicker of things like
fake cast shadows and floor-bound UI-decals.  Although that pushback
property does sound useful for the floor.

My real need for the rendering of multiple views for a scene is
actually more about the views for the individual players and not the
layers therein.  I totally appreciate any advice ya got... I'm pretty
much just at the point where I need to just know how and when to
properly call the Scene3D.update() so that when it comes time to
render that the session dictionary is actually populated with things
to render!

Thanks!
-Pete

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