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es:orx:tutorials:viewport [2012/02/29 12:24 (13 years ago)] – [Sumario] zeraes:orx:tutorials:viewport [2020/08/19 21:13 (5 years ago)] (current) – Old content sausage
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-====== Tutorial de Vista y Cámara ====== 
- 
-===== Sumario ===== 
- 
-Ver previamente [[main#Basic|tutoriales básicos]] para más información sobre [[object|creación básica de objetos]], [[clock|manejando el reloj]], [[frame| jerarquía de fotogramas]] y [[anim|animaciones]]. 
- 
-Este tutorial muestra como usar múltiples vistas con múltiples cámaras.\\ 
-Cuatro vistas son creadas aquí. 
- 
-La esquina superior izquierda una (''Viewport1'') y la esquina inferior derecha una (''Viewport4'') comparten la misma cámara.\\ 
-Para archivar este, necesitamos usar el mismo nombre en el fichero de configuración para la cámara. 
- 
-Furthermore, when manipulating this camera using left & right mouse buttons to rotate it, 
-arrow keys to move it and left control & left shift to zoom it, the two viewports associated with this camera will both be affected. 
- 
-The top right viewport (''Viewport2'') is based on another camera (''Camera2'') which [[wp>Viewing_frustum|frustum]] is narrower than the first one, resulting in a display twice as big. You can't affect this viewport at runtime in this tutorial. 
- 
-The last viewport (''Viewport3'') is based on another camera (''Camera3'') which has the exact same settings than the first one.\\ 
-This viewport will display what you originally had in the ''Viewport1'' & ''Viewport4'' before modifying their camera.\\ 
-You can also interact directly with the first viewport properties, using WASD keys to move it and 'Q' & 'E' to resize it. 
- 
-//NB: When two viewports overlap, the oldest one (ie. the one created before the other) will be displayed on top.// 
- 
-Lastly, we have a box that doesn't move at all, and a little soldier whose world position will be determined by the current mouse on-screen position.\\ 
-In other words, no matter which viewport your mouse is on, and no matter how the camera for this viewport is set, 
-the soldier will always have his feet at the same position than your mouse on screen (provided it's in a viewport). 
- 
-Viewports and objects are created with random colors and sizes using the character '~' in config file. 
- 
-//NB: Cameras store their position/zoom/rotation in an orxFRAME structure, thus allowing them to be part of the orxFRAME hierarchy 
-as seen in the [[frame|frame tutorial]].\\ 
-As a result, object auto-following can be achieved by setting the object as the camera's parent.\\ 
-On the other hand, having a camera as parent of an object will insure that the object will always be displayed at the same place in the corresponding viewport ((very useful for making HUD & UI, for example)).// 
-===== Detalles ===== 
- 
- 
-===== Recursos ===== 
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es/orx/tutorials/viewport.1330547052.txt.gz · Last modified: 2017/05/30 00:50 (8 years ago) (external edit)