This method allows you to control whether a camera renders continously or only when prompted to.
Parameter | Description |
---|---|
realtime | if set to true the camera will render continuously, otherwise it will render only when Camera::Render is called |
You may want some cameras to only render once in a while, or when something changes. For example, a security camera that shows an image on a monitor in-game only needs to refreshed when the monitor is visible.
#include "UltraEngine.h"
using namespace UltraEngine;
int main(int argc, const char* argv[])
{
//Get the displays
auto displays = GetDisplays();
//Create a window
auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
//Create a world
auto world = CreateWorld();
//Create a framebuffer
auto framebuffer = CreateFramebuffer(window);
//Create light
auto light = CreateBoxLight(world);
light->SetRange(-10, 10);
light->SetRotation(15, 15, 0);
light->SetColor(2);
//Create camera
auto camera = CreateCamera(world);
camera->SetClearColor(0.125);
camera->SetPosition(0, 0, -3);
camera->SetFov(70);
//Create scenery
auto box = CreateBox(world);
auto cone = CreateCone(world);
cone->SetPosition(1.25, 0, 0);
cone->SetColor(0, 0, 1);
auto sphere = CreateSphere(world);
sphere->SetPosition(-1.25, 0, 0);
sphere->SetColor(1, 0, 0);
//Create camera and texture buffer
auto texbuffer = CreateTextureBuffer(256, 256);
auto cam2 = CreateCamera(world);
cam2->SetClearColor(1, 1, 1);
cam2->SetRenderTarget(texbuffer);
cam2->SetRealtime(false);
//Create material
auto mtl = CreateMaterial();
auto tex = texbuffer->GetColorAttachment();
mtl->SetTexture(tex);
box->SetMaterial(mtl);
cone->SetMaterial(mtl);
sphere->SetMaterial(mtl);
//Main loop
while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
{
//Orient the texturebuffer camera
cam2->SetPosition(0, 0, 0);
cam2->Turn(0, 1, 0);
cam2->Move(0, 0, -3);
//Press the space key to redraw the texture buffer camera
if (window->KeyHit(KEY_SPACE)) cam2->Render();
world->Update();
world->Render(framebuffer);
}
return 0;
}