diff --git a/docs/en/manuals/camera.md b/docs/en/manuals/camera.md index 4dd91071..7beb7821 100644 --- a/docs/en/manuals/camera.md +++ b/docs/en/manuals/camera.md @@ -132,7 +132,11 @@ 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 + +Starting 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 @@ -140,6 +144,20 @@ Alternatively, you can set a specific camera that should be used for rendering i 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. diff --git a/docs/en/manuals/project-settings.md b/docs/en/manuals/project-settings.md index b6b15435..270f9a13 100644 --- a/docs/en/manuals/project-settings.md +++ b/docs/en/manuals/project-settings.md @@ -222,7 +222,7 @@ The texture profiles file to use for this project, `/builtins/graphics/default.t Verify the return value after each graphics call and report any errors in the log. #### OpenGL Version Hint -OpenGL context version hint. If a specific version is selected, this will used as the minimum version required (does not apply to OpenGL ES). Defaults to OpenGL 3.3. +OpenGL context version hint. If a specific version is selected, this will be used as the minimum version required (does not apply to OpenGL ES). Defaults to OpenGL 3.3. #### OpenGL Core Profile Hint Set the 'core' OpenGL profile hint when creating the context. The core profile removes all deprecated features from OpenGL, such as immediate mode rendering. Does not apply to OpenGL ES. `true` by default. diff --git a/docs/en/manuals/render.md b/docs/en/manuals/render.md index 5c367982..251dc7d1 100644 --- a/docs/en/manuals/render.md +++ b/docs/en/manuals/render.md @@ -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 enabled [Camera components](/manuals/camera) available in the project, they will take precedence over any other view / 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