Subject: Re: nextCamera? 2004-03-06 - By Neto
Back > So i experimented around a bit and found out that you can do this: > > Sprite(1).camera.nextCamera=sprite(1).member.newCamera("NewCam") > > Put sprite(1).camera.nextCamera > -- camera("NewCam") > > > Now, how you may use this, I dunno, nor what it is supposed to do. Maybe > blending two 3d views together?
Maybe there is an unfinished camera method forgotten somewhere in the 3D Xtra to make camera transitions, either by blending or by interpolation. Anyway, as it is, the nextCamera property can be conveniently used as a way to store a sequence of cameras using custom lingo, by switching to the nextCamera every so often or something.
> You can, as you may already know, however have several camera views in > one 3d sprite by adding a camera to the sprite's camera list. You then > have to set the camera's rect in the sprite in order to "open up" the > additional view(s). > > Maybe nextCamera has something to do with this...
Yeah, I'm aware of that. It's a very, very usefull thing when you want to truly overlay stuff on top of the 3D scene. Plus it allows you to assign other member's cameras too. I use it for a custom overlay system.
It can also be used to make skyboxes without the _nodepth flags. Simply create a camera, the skybox, add them to a group, remove the group from the world, set the camera's rootnode to the group. Then make this the first camera in the 3D sprite, and add the main camera on top of it, with colorbuffer.clearatrender = FALSE. Done! Then all one needs is to copy the rotation from the main camera to the skybox camera every frame.
It has one big advantage over the _nodepth trick: you can have actual complex geometry in the background that'll never intersect with the world, thus one can make full 3D skyboxes, like cityscapes, mountains, and add stuff like moving clouds, etcetera.
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