message: fix multiview mode in gltf_viewer
  The "shadow" camera now works again.
diff: @@ -397,11 +397,7 @@ void FilamentApp::run(const Config& config, SetupCallback setupCallback,
  Renderer* renderer = window->getRenderer();
  if (preRender) {
  - for (auto const& view : window->mViews) {
  - if (view.get() != window->mUiView) {
  - preRender(mEngine, view->getView(), mScene, renderer);
  - }
  - }
  + preRender(mEngine, window->mViews[0]->getView(), mScene, renderer);
  }
  if (renderer->beginFrame(window->getSwapChain())) {
  @@ -412,11 +408,7 @@ void FilamentApp::run(const Config& config, SetupCallback setupCallback,
  renderer->render(view->getView());
  }
  if (postRender) {
  - for (auto const& view : window->mViews) {
  - if (view.get() != window->mUiView) {
  - postRender(mEngine, view->getView(), mScene, renderer);
  - }
  - }
  + postRender(mEngine, window->mViews[0]->getView(), mScene, renderer);
  }
  renderer->endFrame();
  @@ -602,7 +594,7 @@ FilamentApp::Window::Window(FilamentApp* filamentApp,
  if (config.splitView) {
  mViews.emplace_back(mDepthView = new CView(*mRenderer, "Depth View"));
  mViews.emplace_back(mGodView = new GodView(*mRenderer, "God View"));
  - mViews.emplace_back(mOrthoView = new CView(*mRenderer, "Ortho View"));
  + mViews.emplace_back(mOrthoView = new CView(*mRenderer, "Shadow View"));
  }
  mViews.emplace_back(mUiView = new CView(*mRenderer, "UI View"));
  @@ -613,23 +605,23 @@ FilamentApp::Window::Window(FilamentApp* filamentApp,
  .build(config.cameraMode);
  mDebugCameraMan = CameraManipulator::Builder()
  .targetPosition(0, 0, -4)
  - .build(camutils::Mode::ORBIT);
  + .flightMoveDamping(15.0)
  + .build(config.cameraMode);
  mMainView->setCamera(mMainCamera);
  mMainView->setCameraManipulator(mMainCameraMan);
  if (config.splitView) {
  // Depth view always uses the main camera
  mDepthView->setCamera(mMainCamera);
  + mDepthView->setCameraManipulator(mMainCameraMan);
  // The god view uses the main camera for culling, but the debug camera for viewing
  mGodView->setCamera(mMainCamera);
  mGodView->setGodCamera(mDebugCamera);
  + mGodView->setCameraManipulator(mDebugCameraMan);
  // Ortho view obviously uses an ortho camera
  mOrthoView->setCamera( (Camera *)mMainView->getView()->getDirectionalLightCamera() );
  -
  - mDepthView->setCameraManipulator(mMainCameraMan);
  - mGodView->setCameraManipulator(mDebugCameraMan);
  }
  // configure the cameras
  @@ -803,8 +795,6 @@ void FilamentApp::Window::configureCamerasForWindow() {
  double far = 100;
  mMainCamera->setLensProjection(mFilamentApp->mCameraFocalLength, double(mainWidth) / height, near, far);
  mDebugCamera->setProjection(45.0, double(width) / height, 0.0625, 4096, Camera::Fov::VERTICAL);
  - mOrthoCamera->setProjection(Camera::Projection::ORTHO, -3, 3, -3 * ratio, 3 * ratio, near, far);
  - mOrthoCamera->lookAt({ 0, 0, 0 }, {0, 0, -4});
  // We're in split view when there are more views than just the Main and UI views.
  if (splitview) {
  