rendorworld erases my viewport
Blitz3D Forums/Blitz3D Programming/rendorworld erases my viewport
| ||
I'm trying to create an onscreen debug console to track some variables using the viewport command I'm using the viewport command as suggested in the manual like these viewport 700, 600, width, height to setup the view Text ;;;; Text ;;;; viewport 0,0, width, height to close the window then I finally flip the graphics to the front buffer. But when I use the renderworld and updateworld to display the 3d graphics, they wipe my viewport out of existence. I, of course, wish my viewport to always be there. |
| ||
You need to draw any 2D graphics between the RenderWorld and Flip commands. eg. UpdateWorld RenderWorld ; Draw your 2D graphics here. Flip |
| ||
I never had much use for the viewport but I've often put debugging information on screen. Just draw text to the screen after RenderWorld. If you are feeling ambitious then write a more flexible routine to allow arbitrary size and position for the "console" region. I normally go the quick and dirty route to get some information on screen, fix a problem and then get rid of the debug console. Graphics3D 1200, 800, 0, 2 WireFrame True HidePointer cam = CreateCamera() PositionEntity cam, 0, 0, -2 sph = CreateSphere() EntityColor sph, 255, 0, 0 While Not KeyDown(1) TurnEntity sph, 0, 0.1, 0 RenderWorld Show_Console Flip Wend Function Show_Console( ) Color 0, 0, 100 Rect 0, 600, 500, 300 Color 255, 255, 0 Text 20, 620, "Useful information could appear here." End Function |
| ||
Thanks guys! |
| ||
Um, I'm not sure I understand your original question, but it's also worth pointing out that Viewport isn't the same as CameraViewport: I don't think Viewport affects 3D rendering in any way. |