RE: [GD-Windows] mutiple cameras
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From: Andrew G. <ag...@cl...> - 2005-01-31 00:10:12
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You just render to different portions of the same render target, which will normally be your backbuffer. A. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Brett Bibby > Sent: Sunday, January 30, 2005 4:12 PM > To: Gam...@li... > Subject: [GD-Windows] mutiple cameras > > What is the recommended way to handle multiple cameras/views > per "window" in both DirectX and OpenGL (e.g. a car racing > game with a rear view mirror, or split screen 2 player)? For > example, for DX is it normal to use additional swap chains > for each camera viewport or to use render targets for each > camera and then copy the surface to the framebuffer when > done? Or is there another way? How about OpenGL? > Cheers, > -bb > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IntelliVIEW -- Interactive > Reporting Tool for open source databases. Create drag-&-drop > reports. Save time by over 75%! Publish reports on the web. > Export to DOC, XLS, RTF, etc. > Download a FREE copy at http://www.intelliview.com/go/osdn_nl > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |