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Subject: Cameras and Images

Subject: Cameras and Images

2004-03-24       - By Neto

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Reply:     1     2     3  

Create an empty W3D and make it non DTS. Place it on the stage, with a small
rect (that'll be the size of your texture), and using lingo to change the
nin DTS sprite camera to the camera you want it to display in the main W3D
(a 3D sprite can display cameras from different members other than it's
own).

The DTS member will be rendered on top of the non DTS one, and since DTS
sprites will not affect (the stage).image, you can extract the image of the
hidden sprite from the stage image.

Just a notice, I've head that placing a non DTS 3D sprite behind a DTS one
flickers on some Macs, so you might try adjusting the HTML tags to crop the
DCR display area, so you can put the hidden 3D sprite outside the visible
area (that's a good trick to have things render to the stage without the
user seeing it, since the full stage will be rendered, but only part of it
will be shown). For projectors, using a hidden MIAW does the trick.

-- -- Original Message -- --
From: "Carl Lydon" <carl@(protected)>
To: <dir3d-l@(protected)>
Sent: Wednesday, March 24, 2004 9:01 PM
Subject: [Dir3d-l] Cameras and Images


> Hi,
>
> I have been working on this project forever now:
>
> http://www.sillyplanet.net/projects/simulation/
>
> (This is an old version, but you get the idea). I have a problem.
>
> I used to have an overlay on the second camera that rounded out the
> square edges , so that it looked like the magnified image was inside
> the lens. Because I have added animated hands that change shape, this
> method won't work anymore. What I would like to do is dynamically grab
> the image from the 2nd camera, and assign it to a texture map that is
> wrapped onto the lens.
>
> Is there a straightforward way to do this? Is there a way to grab the
> image from the 2nd camera without taking a screengrab of the entire
> stage or the member? The 2 cameras are locked together in the same
> scene, so it's not practical to grab the image from a second member.
>
> I thought I could take the image of a second sprite that uses only the
> second camera, but I can't seem to do that without the second camera
> showing up in the 1st sprite as well. It's cumbersome to explain, so I
> put up a .jpg that shows what I mean:
>
> http://sillyplanet.net/problem.jpg
>
> Any help would be greatly appreciated.
>
> -Carl
>
>
>
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