RE: mutiple cameras

Andrew Grant <[email protected]> Mon, 31 Jan 2005 00:10:02 -0000
Newsgroups gmane.games.devel.windows
Message-ID <56C9B4CE640B7044AAF74431F9C963E1059F4C7B@tankard.brighton.climax.co.uk>
You just render to different portions of the same render target, which will
normally be your backbuffer.

A.
 

> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On 
> Behalf Of Brett Bibby
> Sent: Sunday, January 30, 2005 4:12 PM
> To: [email protected]
> 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
> 
> 
> 
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