I did attempt the setRenderingCache(0) and that didn't seem to have any effect. 
 
I also looked at using 2 cameras, but was not successful.  I didn't use a 
switch node and so that could work.

I did change the renderStage code to detect when the rendering implementation 
changed and to then call runCameraSetup.  
This does work and I could clean it up and submit it if there isn't another 
solution.

It does seem like it should work this way without having to do something 
obscure.

Ken

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