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IDProjectCategoryView StatusDate SubmittedLast Update
0000106OpenClonkEngine - Renderingpublic2010-01-24 03:272010-03-15 23:17
ReporterNewton 
Assigned ToClonk-Karl 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version 
Fixed in Version 
Summary0000106: Picture rendering
DescriptionI'd like to be able to set from which camera position the picture graphic should be rendered. I think the easiest way (for the c4scripter) would be to define it in spherical coordinates (in the defcore):
PictureCam=r, ?, ?
The camera always points to the center of the mesh. What would be great is when for rendering the picture, the actual ingame mesh of the object is used - with the current animation phase and other attached meshes.

Also, if the camera position is changable through properties, with this one could create cool selection effects
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-  Notes
(0000210)
Newton (administrator)
2010-01-24 03:30

You mentioned that for this, perspective rendering must be used. If you do that, you could try how that looks for ingame graphics too. If the camera is far away enough, the effects will be noticable but not appear odd (I hope)
(0000254)
Clonk-Karl (developer)
2010-02-06 18:48

Rendering ingame objects perspectively is quite unrelated, and not so easy to try out just because pictures can be rendered ingame (since the perspective setup will be totally different). Please open a different bug if you deem it necessary. (I don't)

So currently one can set the PerspectiveR, PerspectiveTheta and PerspectivePhi properties to set the camera position (see Clonk, Shovel, Tool workshop and Lorry for each I added these already). Only the definition properties are queried currently though. I think the correct way for rendering an object's ingame mesh should make use of the pOverlayObject parameter for SetGraphics, as suggested in bug 0000083.
(0000277)
Newton (administrator)
2010-02-14 18:02

There is a parameter missing: The rotation of the camera (around the axis spanned by camera pos - model pos). E.g. if you wanted to display the clonk upside down. This has other more senseful purposes like for the shovel which should be displayed in something like a 45° angle.
(0000279)
Clonk-Karl (developer)
2010-02-15 23:18

I think we should then fix the camera position and instead allow a "picture transformation" for the mesh.
(0000280)
Newton (administrator)
2010-02-15 23:28

Either way it boils down to 3 angles and one distance. If its the camera you are moving or the mesh is ~the same.
(0000282)
Clonk-Karl (developer)
2010-02-15 23:54

An arbitrary transformation is more powerful than that: It allows to scale the three axes individually, it allows to mirror the mesh and it allows to move the mesh around. Especially that last point might prove useful.
(0000376)
Clonk-Karl (developer)
2010-03-15 23:17

OK so I removed PerspectiveR, PerspectiveTheta and PerspectivePhi in favor of a single PictureTransformation property. The easiest way to set it is to use the Trans_* functions from System.c4g/MeshTransformation.c. See the Clonk or the Shovel for an example.

- Issue History
Date Modified Username Field Change
2010-01-24 03:27 Newton New Issue
2010-01-24 03:27 Newton Status new => assigned
2010-01-24 03:27 Newton Assigned To => Clonk-Karl
2010-01-24 03:30 Newton Note Added: 0000210
2010-02-06 18:48 Clonk-Karl Note Added: 0000254
2010-02-06 18:48 Clonk-Karl Status assigned => resolved
2010-02-06 18:48 Clonk-Karl Resolution open => fixed
2010-02-14 18:02 Newton Note Added: 0000277
2010-02-14 18:02 Newton Assigned To Clonk-Karl =>
2010-02-14 18:02 Newton Status resolved => new
2010-02-15 23:18 Clonk-Karl Note Added: 0000279
2010-02-15 23:28 Newton Note Added: 0000280
2010-02-15 23:41 Clonk-Karl Status new => assigned
2010-02-15 23:41 Clonk-Karl Assigned To => Clonk-Karl
2010-02-15 23:54 Clonk-Karl Note Added: 0000282
2010-03-15 23:17 Clonk-Karl Note Added: 0000376
2010-03-15 23:17 Clonk-Karl Status assigned => resolved


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