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DarkBASIC Professional Discussion / Forcing draw with mutliple cameras??

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_Gouki_
23
Years of Service
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Joined: 27th Feb 2003
Location: England
Posted: 7th Jul 2003 19:42
Hi all,

Is there any way to force a camera view to draw? I have 4 cameras all showing different views of my world (they render to 4 seperates parts of the screen). What I want to do is set the game state - draw the view from the first camera, change the state - draw from the second camera and so on all before I swap buffers using sync. I am trying to avoid writing a dll as the whole rapid prototyping thing goes out the window.

Thanks in advance.

Darren.
Rob K
Retired Moderator
23
Years of Service
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Jul 2003 19:54
Currently the sync does all those operations. I suggested to Lee that he provide seperate commands for rendering and flipping, and he said that SYNCRENDER and SYNCFLIP sounded like a good idea and may be added soon.

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IanM
Retired Moderator
23
Years of Service
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 7th Jul 2003 21:35
Here's a suggestion - it may take a little work on your part though.

Set up all 4 cameras to draw to images, then when you want to update the view of one, paste that image to your bitmap in the appropriate spot.

Not very efficient, as all 4 views will still be rendered to the images behind the scenes, but workable.
_Gouki_
23
Years of Service
User Offline
Joined: 27th Feb 2003
Location: England
Posted: 14th Jul 2003 16:42 Edited at: 14th Jul 2003 16:47
Thanks for the replies. I don't think rendering to a set of images would make any difference as I cannot force a camera to draw. If I understand the sync command correctly then the camera to texture draw will happen for each camera just before the buffers are swapped. I want to draw to the backbuffer at a time I dictate and from the camera I choose.

Those commands would really improve multiple camera handling, hope they appear soon!

Thanks again

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