mutiple cameras
"Brett Bibby" <[email protected]> Mon, 31 Jan 2005 08:12:11 +0800
| Newsgroups | gmane.games.devel.windows |
|---|---|
| Organization | GameBrains |
| Message-ID | <[email protected]> |
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 [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555