3D overlay multipass render
Blitz3D Forums/Blitz3D Programming/3D overlay multipass render
| ||
Does anyone have an example of how to set up a overlay render in blitz 3d that is a seperate render from the rest of the world? I have 3d sprite elements I want to render on top of my scene, but I don't want them to be part of the same renderworld as the background geometry. So I'll have to do a second renderworld for the overlay graphics. Anyone know how to accomplish this? |
| ||
Set the camera cls mode of your second camera for your hud so it doesn't clear the screen. |
| ||
Second camera? Although this would be quite slow. I dunno...that's about as techy as I get :/ |
| ||
Just knocked this up.Graphics3D 640,480 hudcam=CreateCamera() hud1=CreateCube(hudcam) PositionEntity hud1,5,3,7 hud2=CreateCube(hudcam) PositionEntity hud2,-5,3,7 hud3=CreateCube(hudcam) PositionEntity hud3,5,-3,7 hud4=CreateCube(hudcam) PositionEntity hud4,-5,-3,7 CameraClsMode hudcam,False,True PositionEntity hudcam,-100000,100000,0 cam=CreateCamera() For n=1 To 100 temp=CreateSphere(4) PositionEntity temp,Rand(-50,50),Rand(-10,10),Rand(-50,50) EntityColor temp,Rand(200,255),Rand(200,255),Rand(200,255) Next Repeat TurnEntity cam,0,1,0 UpdateWorld HideEntity hudcam ShowEntity cam RenderWorld HideEntity cam ShowEntity hudcam RenderWorld Flip Until KeyHit(1) |
| ||
I gotcha, That's very clever! Thanks Rob! |
| ||
Yeah, multiple cameras is the way to go to seperate world elements from HUD elements and so on. Makes it very simple to control it all. Why Malice believes multiple cameras to be "quite slow", I don't know. |
| ||
I guess he thought that would mean rendering all the geom twice? |