Revision Difference
Structures/RenderCamData#517086
<cat>struct</cat>
<structure>
<description>
Used for <page>cam.Start</page>.
Unless stated otherwise, the default values for all these keys would be inherited from the engine's current CViewSetup and do not have static representations.
</description>
<fields>
<item name="x" type="number">The x position of the view port</item>
<item name="y" type="number">The y position of the view port</item>
<item name="w" type="number">The width of the view port</item>
<item name="h" type="number">The height of the view port</item>
{{StructureField|string|type|The type of cam. Valid types are:
<item name="type" type="string" default="\u00223D\u0022">The type of cam. Valid types are:
* "2D" - No additional arguments are required
* "3D" - Only origin and angles are needed, all other parameters are optional.|"3D"⤶
</fields>⤶
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</structure>⤶
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<item name="origin" type="Vector">The position to render from</item>⤶
* "3D" - Only origin and angles are needed, all other parameters are optional.</item>⤶
<item name="origin" type="Vector">The position to render from</item>⤶
<item name="angles" type="Angle">The angles to render from</item>
<item name="fov" type="number">The field of view</item>
<item name="aspect" type="number">The aspect ratio of the view port (Note that this is NOT set to w/h by default)</item>
<item name="zfar" type="number">The distance to the far clipping plane</item>
<item name="znear" type="number">The distance to the near clipping plane</item>
{{StructureField|boolean|subrect|Set to true if this is to draw into a subrect of the larger screen.|false}}{{StructureField|boolean|bloomtone|m_bDoBloomAndToneMapping|false}}<item name="offcenter" type="table">A table having these keys: ( all floats )⤶
<item name="subrect" type="boolean" default="false">Set to true if this is to draw into a subrect of the larger screen.</item>⤶
<item name="bloomtone" type="boolean" default="false">m_bDoBloomAndToneMapping</item>⤶
<item name="offcenter" type="table">A table having these keys: ( all floats )⤶
* left
* right
* bottom
* top</item>
<item name="ortho" type="table">If set, makes the view/camera orthogonal. A table having these keys: ( all floats )
* left
* right
* bottom
* top</item>
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}} </fields>⤶
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</structure>⤶
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