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Viewport Navigation


Josh

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I've got orthographic viewport navigation done. I decided to build some grid commands into the camera class so that the graphics driver itself can handle the grid rendering, rather than having the editor make a bunch of OpenGL calls in a callback function. The grid can be rendered from any angle, and the math was a little tricky, but I got it worked out. I paid extra attention to showing the border where the world ends. The sliders that pan the viewport are very accurate, and stop right at the end of the world space. By default, this is one kilometer, but the world size can be changed at any time.

 

One thing that was tricky was that the grid can be any resolution, and the world can be any size, so there's no guarantee the edge of a grid patch will match the edge of the world. I ended up using clipping planes to solve this problem.

 

blogentry-1-0-08270700-1329016459_thumb.jpg

 

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will you also incorporate a 'frame selected' (f key?) and 'frame all' (a key?)---

the latter omitting the actual world terrain as an option to set in preferences?

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BIG HERO NAMED JOSH! when I buy LE3 does it support my already at 50 - 80% done, game made in LE2.x? cheers

I can't answer that. The API is very similar, but it's impossible to say since I don't know anything about your game.

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will you also incorporate a 'frame selected' (f key?) and 'frame all' (a key?)---the latter omitting the actual world terrain as an option to set in preferences?

Can you explain this more?

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i suspect that is a reference to being able to automatically frame the entire scene into the viewport with a key press... with the ability to ignore the terrain.

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The API will be very similar to LE2, unless Josh allows to use the .lib file in C++ directly, then it will cause a big rift between C++ and other languages again, as it did with BlitzMax and other languages in LE2. Using the .lib file in C++ should be possible for the speed freaks, but it should not be official, but only the DLL should be officially documented.

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The API will be very similar to LE2, unless Josh allows to use the .lib file in C++ directly, then it will cause a big rift between C++ and other languages again, as it did with BlitzMax and other languages in LE2. Using the .lib file in C++ should be possible for the speed freaks, but it should not be official, but only the DLL should be officially documented.

No, actually it's the opposite. The object-oriented commands will be the official documented API, and every language will be made to match that. BMX is an exception, but they are just calling commands from a BMX include file and that's easy.

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i suspect that is a reference to being able to automatically frame the entire scene into the viewport with a key press... with the ability to ignore the terrain.

Not a bad idea.

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yep, as macklebee suggests...hoping to have speedy camera acquisition of

specific items as well as just a handy way to 'frame all' of your models in the

scene. The option to exclude the terrain being available for huge maps that may

have just a 'cluster' of models somewhere on a large terrain, so framing to

the terrain as well could be fairly useless.

 

Also, would be very nice to be able to assign one's own hotkeys/mousekeys for navigation.

I'm used to the 'Maya-style' and would find *only* WASD to be inefficient.

smile.png

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Perhaps a right click in one of the panes brings up a menu and on that menu "fullscreen" brings that pane to take up the entire viewing area. Or F-11 to toggle as that seems to be the Windows default for fullscreen in things such as browsers.

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