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Update camera information
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Jhonnyg committed Dec 9, 2024
1 parent 179407d commit 370b021
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20 changes: 19 additions & 1 deletion docs/en/manuals/camera.md
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Expand Up @@ -132,14 +132,32 @@ You can tell the render script to use the projection provided by the camera by s
msg.post("@render:", "use_camera_projection")
```

Alternatively, you can set a specific camera that should be used for rendering in a render script:
### Render script

Startinw with Defold 1.9.6, when using the default render script Defold will automatically set the last enabled camera that should be used for rendering. Before this change, a script somewhere in the project needed to explicitly send the `use_camera_projection` message to the renderer to notify it that the view and projection from camera components should be used. This is no longer necesessary, but it is still possible to do so for backwards compatability purposes.

Alternatively, you can set a specific camera that should be used for rendering in a render script. This could be useful in cases where you need to control more specifically which camera should be used for rendering, for example in a multiplayer game.

```lua
-- render.set_camera will automatically use the view and projection matrices
-- for any rendering happening until render.set_camera() is called.
render.set_camera("main:/my_go#camera")
```

To check if a camera is active or not, you can use the `get_enabled` function from the [Camera API](https://defold.com/ref/alpha/camera/#camera.get_enabled:camera):

```lua
if camera.get_enabled("main:/my_go#camera") then
-- camera is enabled, use it for rendering!
render.set_camera("main:/my_go#camera")
end
```

::: sidenote
To use the `set_camera` function together with frustum culling, you need to pass this as an option to the function:
`render.set_camera("main:/my_go#camera", {use_frustum = true})`
:::

### Panning the camera

You pan/move the camera around the game world by moving the game object the camera component is attached to. The camera component will automatically send an updated view matrix based on the current x and y axis position of the camera.
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7 changes: 1 addition & 6 deletions docs/en/manuals/render.md
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Expand Up @@ -135,12 +135,7 @@ msg.post("@render:", "use_fixed_projection", { near = -1, far = 1, zoom = 2 })

### Camera projection

You can also use the projection provided by a [Camera component](/manuals/camera). You enable the camera projection by sending a message to the render script:

```lua
msg.post("@render:", "use_camera_projection")
```

When using the default render script and there are there are enabled [Camera components](/manuals/camera) in the project, they will take precedence over any other projections set in the render script. To read more about how to work with camera components in render scripts, please consult the [Camera documentation](/manuals/camera).

## Frustum culling

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