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[CameraTemplate] FrustumHeight = <float> FrustumWidth = <float> FrustumNear = <float> FrustumFar = <float> ParentCamera = CameraTemplate Position = <vector> Rotation = <float> Zoom = <float> GroupList = Group1 # ... # GroupN
Here's a list of the available properties for an orxCAMERA
structure:
FrustumNear/FrustumFar
: Defines the near and far planes for the camera frustum. The near plane is excluded whereas the far plane is included when doing render culling.FrustumHeight/FrustumWidth
: As orx's cameras are 2D ones, their frustum are rectangle cuboids instead of real frustums. If you want to achieve a 1:1 aspect ratio with your main display window, you can use the Display.ScreenHeight
and Display.ScreenWidth
values.ParentCamera
: If defined, this camera will be a child of the other camera in the same way it's done for orxOBJECTs that have a ParentCamera property.Position
: Camera's initial position.Rotation
: Camera's initial rotation (along its Z-axis).Zoom
: Camera's initial zoom.GroupList
: Groups (of objects) will be rendered in the order of declaration. Up to 16 groups can be associated to a camera. Defaults to “default” group. 1)