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camera - camera handle cls_color - true to clear the colour buffer before rendering, false not to; true (default) cls_zbuffer - true to clear the z-buffer before rendering, false not to; true (default) |
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Sets what a camera clears before it renders. By default a camera clears both the colour buffer (to its CameraClsColor) and the z-buffer each time it is rendered. Turning either off is a tool for layered rendering with multiple cameras. Turning cls_color off leaves the previous contents on screen and draws the new view over the top. The classic use is a skybox camera: render the sky first with a dedicated camera, then render the main scene with cls_color off so the sky shows behind it. It also enables trippy motion-trail effects in windowed play areas. Turning cls_zbuffer off keeps the depth information from an earlier camera, so a second pass can depth-test against the first. Leave it on for overlay cameras (a 3D cockpit or weapon view) that should draw over the whole scene regardless of distance. Gotcha: with cls_color off and nothing behind, the viewport shows leftover garbage from previous frames - make sure something (another camera, or 2D drawing) fills the background every frame. See also: CameraClsColor, CameraViewport, CameraProjMode. |
; CameraClsMode Example
; ---------------------
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
camera=CreateCamera()
PositionEntity camera,0,1,-10
light=CreateLight()
RotateEntity light,45,45,0
; Textured ground plane
plane=CreatePlane()
ground_tex=LoadTexture("media/MossyGround.BMP")
EntityTexture plane,ground_tex
cube=CreateCube()
PositionEntity cube,0,1,0
; Load a 2D sky image to draw behind the 3D scene
background=LoadImage("media/sky.bmp")
; Red ink so the text shows on both the black and sky backgrounds
Color 255,0,0
cls_color=1
While Not KeyDown(1)
; Space toggles colour-buffer clearing on and off
If KeyHit(57) Then cls_color=1-cls_color
; When cls_color is 0 the camera no longer wipes the screen, so the
; 2D sky drawn below shows through behind the 3D scene
CameraClsMode camera,cls_color,1
; Tile the 2D sky image across the screen before rendering the 3D scene
TileBlock background,0,0
TurnEntity cube,0,1,0
; Arrow keys move the camera
If KeyDown(200) Then MoveEntity camera,0,0,0.1
If KeyDown(208) Then MoveEntity camera,0,0,-0.1
If KeyDown(203) Then TurnEntity camera,0,1,0
If KeyDown(205) Then TurnEntity camera,0,-1,0
RenderWorld
Text 0,0,"Arrow keys: move camera Space: toggle colour clearing Esc: exit"
Text 0,20,"CameraClsMode camera,"+cls_color+",1"
Flip
Wend
End