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[ViewportTemplate] BackgroundClear = <bool> BackgroundColor = <vector> Camera = CameraTemplate; RelativePosition = left | right | top | bottom Position = <vector> RelativeSize = <vector> Size = <vector> ShaderList = ShaderTemplate1#ShaderTemplate2 Texture = path/to/TextureFile
Here's a list of the available properties for an orxVIEWPORT
structure:
BackgroundClear
: Specifies if the background should be cleared before rendering it. Its default value is true
.BackgroundColor
: Defines which color will be used for clearing the viewport before rendering it. Its default value is black (0, 0, 0).Camera
: Template name of the camera that will be linked to this viewport. Each camera template will correspond to a unique camera at runtime. This means that if you use more than one viewport linked to the same camera, they will render the same content as seen by this camera.RelativePosition
: Defines where the viewport will be placed in the main display. It should be a combination of two attributes. Ex.: top left to have your viewport in the top left corner. Its default value is top left
.Position
: Defines an absolute position for the viewport in the main display, in pixel coordinates. This value is only used if none is provided for RelativePosition
.RelativeSize
: Defines the viewport size relatively to the main display's one, ie. (1, 1, 0) means that it will cover the full display. Its default value is (1, 1, 0) 1).Size
: Defines the absolute viewport size, in pixels. This value is only used if none is provided for RelativeSize
.Texture
: Defines a texture where the viewport will be rendered. Its default value is the main display (ie. screen
). NB: orx's default display plugin based on SFML doesn't support this property.ShaderList
: Defines a list of shaders that will be executed every time this viewport is rendered. Up to 4 shaders can be specified. By default, no shader is used.