if (device->isWindowActive()) { driver->beginScene(true, true, 0); if (rt) { // draw scene into render target // set render target texture driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255)); // make cube invisible and set fixed camera as active camera // draw whole scene into render buffer smgr->drawAll(); // set back old render target driver->setRenderTarget(rttwo, true, true, video::SColor(0,0,0,255)); // make cube invisible and set fixed camera as active camera // draw whole scene into render buffer smgr->drawAll(); // set back old render target driver->setRenderTarget(0); // make the cube visible and set the user controlled camera as active one test->setVisible(true); smgr->setActiveCamera(fpsCamera); } // draw scene normally smgr->drawAll(); env->drawAll(); driver->endScene(); }