This method is used to control which cameras an entty is visible in.
Parameter | Description |
---|---|
renderlayers | bitwise flag indicating which render layers the entity should appear in |
The default render layers value is 1.
#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);
auto box = CreateBox(world);
box->Move(-1, 0, 2);
auto box2 = CreateBox(world);
box2->Move(1, 0, 2);
//Create a camera
auto camera = CreateCamera(world);
camera->SetClearColor(0.125);
camera->SetFog(true);
camera->SetFogColor(0, 1, 0);
camera->SetFogRange(0, 5);
auto camera2 = CreateCamera(world);
camera2->SetClearMode(ClearMode(0));
camera2->SetFog(true);
camera2->SetFogColor(1, 0, 0);
camera2->SetFogRange(0, 5);
//Box2 will only appear on camera 2
box2->SetRenderLayers(2);
camera2->SetRenderLayers(2);
//Main loop
while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
{
world->Update();
world->Render(framebuffer);
}
return 0;
}