question about rendering views to a texture |
by offtools
on 10/24/2009 17:40, 4 messages, last message: 10/27/2009 18:22, 1058 views, last view: 05/02/2024 22:33 |
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how complicate would it be to render the viewport of another player or maybe an special camera entity into a texture that is used as camera screen in the hud?
i dont know much about the cube2 rendering pipeline, so my question is how difficult would it be to implement it that and whats the best strategy to do this (maybe using Framebuffer Objects).
thanks for pointers.
offtools.
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#1: .. |
by Quin
on 10/25/2009 19:13
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Seeing as nobody seems to be answering, I'll give you a hint by pointing to the BF source (shock, horror). Our anaglyph setup uses framebuffer copies, so you might be able to take this and use it for your own devices. Beyond that, I can't really help you as the code was not written by me.
http://bloodfrontier.svn.sourceforge.net/viewvc/bloodfrontier/src/engine/rendergl.cpp?revision=4416&view=markup#l_1595
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#2: Re: 3rd party view-point |
by MeatROme
on 10/26/2009 10:29, refers to #1
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the basic sauerbraten code does this for all the "envmap" entities too
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#3: Re: 3rd party view-point |
by Quin
on 10/27/2009 07:16, refers to #2
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Yes, but eihrul created a special "framebuffercopy" for BF to fulfill this purpose (I was originally using a rendertarget), as the envmapping is not optimised for this kind of use.
I figured it wasn't useful to give superfluous information; especially when what I gave is far superior and designed specifically for the purpose of rendering a multiple view.
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#4: Re: .. |
by offtools
on 10/27/2009 18:22, refers to #1
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thanks quin, looks promising, will try to figure it out.
^^ offtools
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