So my rudimentary ECS based engine has different renderable components, e.g. mesh and text, it also has camera entities with components for transform & projection, e.g. for world/player vs GUI. Now i need tips on how to integrate both in a flexible way, i.e. which camera renders what, preferable supporting off-screen rendering/viewports?
The only solutions i can think of:
- Every entity having one or multiple components telling which camera/viewport it should appear in.
- Separate (entity) "worlds", one for each camera, or world vs GUI.