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C++

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;
};
};
};