private void Start()
	{
		itsPhotoData = itsMapSystem.GetNextPhotoData();
		if(itsPhotoData != null)
		{
			transform.position = CalculateCameraPosition(itsPhotoData);	//place camera correctly for photo
		}
	}
	/// <summary>
	/// Render method for ingame. Waits for postrender.
	/// </summary>
	private IEnumerator OnPostRender()
	{
		if(itsPhotoData != null)
		{
			itsPhotoData.itsTexture.ReadPixels(new Rect(0,0,itsPhotoData.itsTextureSize,itsPhotoData.itsTextureSize),0,0);
			itsPhotoData.itsTexture.wrapMode = TextureWrapMode.Clamp;
			itsPhotoData.itsTexture.Apply();
			
			itsOldPhotoData = itsPhotoData;
			// Get next frames data
			itsPhotoData = itsMapSystem.GetNextPhotoData();
			if(itsPhotoData != null)
			{
				transform.position = CalculateCameraPosition(itsPhotoData);	//place camera correctly for photo
			}
			yield return new WaitForEndOfFrame();	//this is very important! When using pro reflective water effects you cannot simply create new MeshRenderers during rendering. So wait for end of frame.
			KGFMapSystem.KGFSetChildrenActiveRecursively(itsOldPhotoData.itsPhotoPlane,true);
		}
		if (itsPhotoData == null)
		{
			yield return new WaitForEndOfFrame();
			itsDestroy = true;
		}
	}