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| es:orx:tutorials:viewport [2012/02/29 20:24 (14 years ago)] – [Sumario] zera | es:orx:tutorials:viewport [2020/08/20 04:13 (5 years ago)] (current) – Old content sausage | ||
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| - | ====== Tutorial de Vista y Cámara ====== | ||
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| - | ===== Sumario ===== | ||
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| - | Ver previamente [[main# | ||
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| - | Este tutorial muestra como usar múltiples vistas con múltiples cámaras.\\ | ||
| - | Cuatro vistas son creadas aquí. | ||
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| - | La esquina superior izquierda una ('' | ||
| - | Para archivar este, necesitamos usar el mismo nombre en el fichero de configuración para la cámara. | ||
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| - | Furthermore, | ||
| - | arrow keys to move it and left control & left shift to zoom it, the two viewports associated with this camera will both be affected. | ||
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| - | The top right viewport ('' | ||
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| - | The last viewport ('' | ||
| - | This viewport will display what you originally had in the '' | ||
| - | You can also interact directly with the first viewport properties, using WASD keys to move it and ' | ||
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| - | //NB: When two viewports overlap, the oldest one (ie. the one created before the other) will be displayed on top.// | ||
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| - | Lastly, we have a box that doesn' | ||
| - | In other words, no matter which viewport your mouse is on, and no matter how the camera for this viewport is set, | ||
| - | the soldier will always have his feet at the same position than your mouse on screen (provided it's in a viewport). | ||
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| - | Viewports and objects are created with random colors and sizes using the character ' | ||
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| - | //NB: Cameras store their position/ | ||
| - | as seen in the [[frame|frame tutorial]].\\ | ||
| - | As a result, object auto-following can be achieved by setting the object as the camera' | ||
| - | On the other hand, having a camera as parent of an object will insure that the object will always be displayed at the same place in the corresponding viewport ((very useful for making HUD & UI, for example)).// | ||
| - | ===== Detalles ===== | ||
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| - | ===== Recursos ===== | ||
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