This command doesn't seem to work with orthographic cameras - it always returns True. Reckon I should report this as a bug, or is it considered a 'feature' of ortho cams?
EntityInView
Blitz3D Forums/Blitz3D Programming/EntityInView Are you sure it is not in view? (in view isn't the same as blocked visual line by some other entity)
if so, then its a bug, then the projection back onto the "visual plane" does not take ortho into account. In that case I would guess that the camprojection stuff does not work as well in ortho
if so, then its a bug, then the projection back onto the "visual plane" does not take ortho into account. In that case I would guess that the camprojection stuff does not work as well in ortho
I just tested with a single cube I move around the screen. It works with a regular camera but with an ortho one, I moved the cube way, way out of view of the camera but it always returned True.
I'll report it as a bug.
I'll report it as a bug.
It think it works, but as per the perspetive camera. That is to say as though ortho mode was not enabled. Since you will probably have set a low zoom your equivalent fov wil be very large. I seem to remember raising this a year or so ago... http://www.blitzbasic.com/Community/posts.php?topic=33113#356259
I think it is an ommision. Ortho was a late addition and I do not think all the dependencies were worked through.
I think it is an ommision. Ortho was a late addition and I do not think all the dependencies were worked through.
Cameraproject works fine , but I discovered as well for myself that EntityInView does not work for ortho cameras. Didn't think to report it as a bug.
Is this for your vector lib big10?
Stevie: Kind of. I was testing to see how EntityInView works so that my implementation works in the same way. The docs say it checks the bounding box for meshes - I wasn't sure if it meant the bounding box set with EntityBox, or the box that bounds the mesh as it appears on screen. It appears to be the latter.
Does this EntityInView still work when your mesh is unsoldered but closed?
It seems to just work on the bounding box defined by the vertex mass, so it should work.
Sorry for the question.. What is an ortho cam?
It's an orthograpic camera, which basically means everything gets rendered without perspective. For example, if you have a cube and keep moving it further and further away from the camera, it wont get smaller on screen, as it would using a regular perspective camera.