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Re: fisheye camera
[Re: frazzle]
#146396
08/09/07 02:38
08/09/07 02:38
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
OP
Expert
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OP
Expert
Joined: Feb 2006
Posts: 2,185
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Frazzle, i like that post problem though, 1. finances, preva's not done yet 2. PreVa would have to be completely reworked... i'm not gonna pull a duke forever ello, i might try that, i haven't found how to use it completely, but i will try
Last edited by Manslayer101; 08/09/07 02:39.
- aka Manslayer101
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Re: fisheye camera
[Re: mpdeveloper_B]
#146397
08/23/07 15:24
08/23/07 15:24
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
OP
Expert
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OP
Expert
Joined: Feb 2006
Posts: 2,185
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well, ello i tried using the render dll, but i get nothing, here's the starter function i use for it, but i don't know which model i should be rendering to, so i set it to ucfx_mdl: Code:
starter render_camera { me = ucfx_mdl; while (1) { render_backbuffer(me); wait(1); } }
- aka Manslayer101
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Re: fisheye camera
[Re: mpdeveloper_B]
#146400
08/23/07 19:52
08/23/07 19:52
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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Canīt you simply make a screenshot and put it on a ball with atlas mapping and a extern skin? The screenshot gets the same name as the skin.
Then you zoom into the ball so that it is covering the complete screen. You just wonīt get a high framerate.
:L
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Re: fisheye camera
[Re: lostclimate]
#146402
08/24/07 18:06
08/24/07 18:06
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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...Even better, avoid all of the external model crap, and use a little bit of math to scale your texture lookup.
Not exactly sure what this would look like, I don't have the time to figure it out...
xXxGuitar511 - Programmer
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