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en:orx:config:settings_structure:orxcamera [2010/07/08 17:44 (14 years ago)] – external edit 127.0.0.1en:orx:config:settings_structure:orxcamera [2023/09/19 23:45 (6 months ago)] (current) sausage
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 ===== orxCAMERA structure ===== ===== orxCAMERA structure =====
 +
 +Camera are structures used to render graphic objects (2D/3D). They thus can be referenced by other structures. 
  
 ==== Summary ==== ==== Summary ====
  
-<code ini>[CameraTemplate] +<code ini> 
-FrustumHeight = <float> +[CameraTemplate] 
-FrustumWidth  = <float> +GroupList        = Group1 # ... # GroupN 
-FrustumNear   = <float> +GroupValue       = sort # raw 
-FrustumFar    = <float> +Zoom             = <float> 
-Position      = <vector+Position         = <vector> 
-Rotation      = <float> +Rotation         = <float> 
-Zoom          = <float></code>+FrustumNear      = <float> 
 +FrustumFar       = <float> 
 +FrustumWidth     = <float
 +FrustumHeight    = <float> 
 +ParentCamera     CameraTemplate 
 +IgnoreFromParent = none | all | rotation | scale<.xyz> 
 +</code>
  
 ==== Details ==== ==== Details ====
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   * ''FrustumNear/FrustumFar'': Defines the near and far planes for the [[wp>Viewing_frustum|camera frustum]]. The near plane is excluded whereas the far plane is included when doing render culling.   * ''FrustumNear/FrustumFar'': Defines the near and far planes for the [[wp>Viewing_frustum|camera frustum]]. The near plane is excluded whereas the far plane is included when doing render culling.
   * ''FrustumHeight/FrustumWidth'': As orx's cameras are 2D ones, their frustum are [[wp>Cuboid|rectangle cuboids]] instead of real [[wp>Frustum|frustums]]. If you want to achieve a 1:1 aspect ratio with your main display window, you can use the ''Display.ScreenHeight'' and ''Display.ScreenWidth'' values.   * ''FrustumHeight/FrustumWidth'': As orx's cameras are 2D ones, their frustum are [[wp>Cuboid|rectangle cuboids]] instead of real [[wp>Frustum|frustums]]. If you want to achieve a 1:1 aspect ratio with your main display window, you can use the ''Display.ScreenHeight'' and ''Display.ScreenWidth'' values.
 +  * ''ParentCamera'': If defined, this will set this camera as a child of the specified camera, in the same way it's done for orxOBJECTs that have a ParentCamera property.
   * ''Position'': Camera's initial position.   * ''Position'': Camera's initial position.
   * ''Rotation'': Camera's initial rotation (along its Z-axis).   * ''Rotation'': Camera's initial rotation (along its Z-axis).
   * ''Zoom'': Camera's initial zoom.   * ''Zoom'': Camera's initial zoom.
 +  * ''GroupList'': Groups (of objects) will be rendered in the order of declaration. Up to 16 groups can be associated to a camera. Defaults to "default" group. ((Good discussions on GroupList rendering orders can be found at http://orx-project.org/forum?func=view&catid=16&id=7254#7279 and http://orx-project.org/forum?func=view&catid=12&id=7344)) ((All orxObjects belong to this "default" group unless otherwise specified. You can specify an [[en:orx:config:settings_structure:orxobject|object be part of a particular group]]. If your camera has a list of groups, and your object is not in any of those groups, your object will not render.))
 +  * ''GroupValue'': If a group is set to "raw", objects assigned to it will not be sorted before rendering, which allows for rendering very large amounts of objects at high performance *when* sorting isn't required. Defaults to "sort".
  
 +==== Latest config settings for the Development Version ====
 +{{section>en:orx:config:developmentversion#&noheader&nofooter&noeditbutton}}
en/orx/config/settings_structure/orxcamera.1278636279.txt.gz · Last modified: 2017/05/30 00:50 (7 years ago) (external edit)