Cool, I’ll have to check out how you’re using that.
Yeah, I’m aware of the script-instance thing. I should have said, “use multiple cameras without a Native Extension”. I didn’t really want to require everyone to use a Native Extension to use Rendercam, but maybe that’s stupid.
In my own ‘dev’ branch I am using the hacky lua technique of modifying the globals table to change the script instance.
I haven’t seen anyone post a snippet for this, so here is mine if anyone needs it
local rendercam = require “rendercam.rendercam”
function init(self)
self.url = msg.url()
rendercam.add_window_listener(self.url)
self.ratio = rendercam.window.x / rendercam.window.y
end
function on_message(self, message_id, message, sender)
if (message_id == hash("window_update")) then
if (message.aspect > self.ratio) then
rendercam.activate_camera(hash("/camera2"))
else
rendercam.activate_camera(hash("/camera1"))
end
end
end
@Pkeod PBR is definately possible, but not easy. I made some examples with normal mapping for tangent stuff, but it’s using mesh buffers for that so it’s not a drag n drop solution. It would be nice to have that as part of the import process however, but I don’t know if @JCash has any input on it?
Our mesh component is currently purposefully manual, in order to give most control to our users.
However for the model component, I see us supporting a custom vertex declaration later on, and as such import any tangent space data (or other custom data) from the models.
A bit late to the party. I’m quietly alarmed at the words “retire rendercam” as I’m actively using it, and loving it, in my projects!
I use Rendercam for 3D projects and Orthographic for 2D projects. A minimal 3D only camera sounds like a great idea to me.
To me, a well maintained camera extension is important in any engine. It’s one of those make or break things that newcomers are likely to immediately start using, and see as a core part of the engine. Having two options, Orthographic, which is superb, and its 3D counterpart would be ace.
I agree. RenderCam is great. But it is also quite stable and would work in its current state for a long time. We do not plan to introduce any breaking changes the APIs used by render cam.
No worries, I wasn’t planning on deleting the repository or anything. I’m not actively maintaining it, that’s all I really meant. Though it does seem to be pretty stable, albeit quirky.
For some (very mysterious I guess) reasons it’s not working now. I’m trying to make 2D lighting along with rendercam (last github version) but with this I get just black screen instead of something.
Any advices?
…or today.
I just tried building from the editor, both native (linux) and HMTL5, and it ran just fine. Did you change the project at all, can you re-download to make sure? What platform are you on?
Hey buddy! I thought the extension was missing an “actuall” camera so I modeled one myself! I forked the repository, but feel free to ad the mesh and material to the original repo. https://github.com/Caue-Aron/rendercam