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Re: wrong clipping using multiple views
[Re: jcl]
#48794
07/08/05 19:26
07/08/05 19:26
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Anonymous
Unregistered
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Anonymous
Unregistered
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I use 4 different views in my games sometimes and never have had this problem. Although, you usually have to extend the view.fog_end on created views since the default is very small
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Re: wrong clipping using multiple views
[Re: jcl]
#48797
10/04/05 13:58
10/04/05 13:58
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Joined: Jul 2004
Posts: 31
aaaabcv
OP
Newbie
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OP
Newbie
Joined: Jul 2004
Posts: 31
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I cannot figure out what's wrong. I use this code Code:
// test.wdl
string str_level = <test.wmb>;
view camera2 { pos_x = 0; pos_y = 0; layer = 1; size_x = 200; size_y = 100; flags = visible; }
function toggle() { camera2.visible = !(camera2.visible == on); }
function main() { on_t = toggle; level_load(str_level); camera2.clip_far = 1000; } I have also compiled the level in a redistributable program. Can I mail it to you to reproduce the problem with my engine version (6.31.4)?
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Re: wrong clipping using multiple views
[Re: jcl]
#48799
10/06/05 13:29
10/06/05 13:29
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Joined: Jul 2004
Posts: 31
aaaabcv
OP
Newbie
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OP
Newbie
Joined: Jul 2004
Posts: 31
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This is the level consisting of planes as map entities. Both views, camera and camera 2 start at the origin (0,0,0) looking in the same direction.  If only the main camera is turned on, everything is ok. The plane entities are visible and within the clipping range. By pressing 'T' the second camera becomes visible. As you can see the second camera has a different clipping range but suddenly the plane entities are gone on the main camera. Using different clipping values on camera2 changes the clipping range of the default camera. If you want you can download the project exe to check the problem.
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