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en:orx:config:settings_structure:orxviewport [2009/09/22 05:03 (16 years ago)] – created iarwainen:orx:config:settings_structure:orxviewport [2023/09/19 23:42 (19 months ago)] (current) sausage
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 ===== orxVIEWPORT structure ===== ===== orxVIEWPORT structure =====
 +
 +Viewport module. Allows the creation and handling of viewports. Viewports are structures associated to cameras and used for rendering.
 +
  
 ==== Summary ==== ==== Summary ====
  
-<code ini>[ViewportTemplate] +<code ini> 
-BackgroundClear  <bool> +[ViewportTemplate] 
-BackgroundColor  = <vector+TextureList     Texture1 # ... # TextureN 
-Camera           = CameraTemplate; +KeepInCache     = <bool
-RelativePosition  left | right top | bottom +Position        (center) (left | right) (top | bottom) | <vector> 
-Position         = <vector> +Size            = <vector> 
-RelativeSize     = <vector+UseRelativeSize = <bool
-Size             = <vector> +BackgroundColor = <vector
-ShaderList       = ShaderTemplate1#ShaderTemplate2 +BackgroundAlpha = <float> 
-Texture          path/to/TextureFile+Camera          = CameraTemplate 
 +FixedRatio      = <float
 +ShaderList      = ShaderTemplate1 # ... # ShaderTemplateN 
 +BlendMode       alpha | multiply | add | premul | none 
 +AutoResize      = <bool> 
 +NoDebug         = <bool>
 </code> </code>
  
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 Here's a list of the available properties for an ''orxVIEWPORT'' structure: Here's a list of the available properties for an ''orxVIEWPORT'' structure:
-  * ''BackgroundClear'': Specifies if the background should be cleared before rendering itIts default value is ''true''+  * ''TextureList'': Textures used as destination when rendering that viewport. If the specified name doesn't refer to an existing texture, a texture of that name will be automatically created, matching the viewport's dimensionsDefaults to screen when not defined. 
-  * ''BackgroundColor'': Defines which color will be used for clearing the viewport before rendering itIts default value is black (000).+  * ''KeepInCache'': If true, the associated textures will always stay in cache. Defaults to false. 
 +  * ''Position'': Literal position (example: top left) or position in pixels, from the top left corner. Defaults to top left. 
 +  * ''Size'': Size in pixels. 
 +  * ''UseRelativeSize'': If true, the viewport size will be interpreted as relative to the underlying texture, using the [0.0 - 1.0] range on both x/y axes. Defaults to false
 +  * ''BackgroundColor'': Values are RGB from 0 to 255. Official HTML web color names are also supported. If not set, the viewport won't erase any part of other overlapping viewports that were previously rendered this frame. 
 +  * ''BackgroundAlpha'': If BackgroundColor is set, this value will be used as alpha. Defaults to 1.0. 
 +  * ''FixedRatio'': Only used when no camera is linked, otherwise the aspect ratio of the camera will act as ratio for the viewport. Defaults to none, ie. no fixed ratio is enforced. 
 +  * ''ShaderList'': Defines a list of shaders that will be executed every time this viewport is rendered. Shader will be activated immediately. Up to 4 shaders can be defined. By default, no shader is used. 
 +  * ''BlendMode'': Default value is noneused only when active shaders are attached. 
 +  * ''AutoResize'': Default value is true if no fixed size is givenfalse otherwise. It's only applicable to viewports with linked textures. If true, viewport's dimension, position and linked textures will be resized/updated upon video mode changes. 
 +  * ''NoDebug'': When set, no debug rendering will happen in this viewport. Defaults to false.
   * ''Camera'': Template name of the camera that will be linked to this viewport. Each [[orxCAMERA|camera template]] will correspond to a unique camera at runtime. This means that if you use more than one viewport linked to the same camera, they will render the same content as seen by this camera.   * ''Camera'': Template name of the camera that will be linked to this viewport. Each [[orxCAMERA|camera template]] will correspond to a unique camera at runtime. This means that if you use more than one viewport linked to the same camera, they will render the same content as seen by this camera.
-  * ''RelativePosition'': Defines where the viewport will be placed in the main display. It should be a combination of two attributes. Ex.: top left to have your viewport in the top left corner. Its default value is ''top left''. + 
-  * ''Position'': Defines an absolute position for the viewport in the main display, in pixel coordinates. This value is only used if none is provided for ''RelativePosition''. +==== Latest config settings for the Development Version ==== 
-  * ''RelativeSize''Defines the viewport size relatively to the main display's one, ie. (1, 1, 0) means that it will cover the full display. Its default value is (1, 1, 0) ((the Z component is ignored)). +{{section>en:orx:config:developmentversion#&noheader&nofooter&noeditbutton}}
-  * ''Size''Defines the absolute viewport size, in pixels. This value is only used if none is provided for ''RelativeSize''+
-  * ''Texture'': Defines a texture where the viewport will be rendered. Its default value is the main display (ie. ''screen''). //NB: orx's default display plugin based on SFML doesn't support this property.// +
-  * ''ShaderList''Defines a list of shaders that will be executed every time this viewport is rendered. Up to 4 shaders can be specified. By default, no shader is used.+
  
en/orx/config/settings_structure/orxviewport.1253620997.txt.gz · Last modified: 2017/05/30 00:50 (8 years ago) (external edit)