Camera preview overlay#222
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April 20, 2026 19:52
# Conflicts: # src/editor/pages/parts/viewport3D.cpp
Prazon
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May 11, 2026
…keep selection gate Replaces the duplicated PiP pass in viewport3D with upstream's renderScenePass(target, uni, drawEditorHelpers) split, and moves the projection-matrix math onto Comp::Camera (applyToGlobalUniforms / getAspectRatio) so future Camera fields don't have to be threaded through Spec/extractSpec. Fork-only behavior preserved: the preview is selection-gated (first selected Comp::Camera wins, with prefab-instance redirect through uuidPrefab), and the overlay keeps the icon+name label. Sprite scale is copied from the host viewport's uniGlobal after the helper runs. Also null-guards Camera::init's scene deref so component-describe works in the headless CLI path (no loaded scene at that point).
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Summary
Adds a camera preview overlay on the 3D viewport for objects with a Camera component.
I have thought about adding a ComboBox or arrows to switch between cameras in the scene, but I believe this is ok for a first version.