class RenderTargets /// class for all Picture-in-Picture (PiP) { class LeftMirror { renderTarget = "rendertarget0"; /// what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0) class CameraView1 { pointPosition = "PIP0_pos"; /// memory point of PiP origin pointDirection = "PIP0_dir"; /// memory point of PiP direction renderQuality = 2; /// what quality should the PiP be renderVisionMode = 0; /// zero means standard vision fov = 0.7; /// what is the angle of the PiP field of view }; }; class RightMirror /// rendering of PiPs is shared, it is best to have one for all sources, this is just an example { renderTarget = "rendertarget1"; class CameraView1 { pointPosition = "PIP1_pos"; pointDirection = "PIP1_dir"; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; class RearMirror { renderTarget = "rendertarget2"; class CameraView1 { pointPosition = "PIP2_pos"; pointDirection = "PIP2_dir"; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; };