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Parallax and Multi View Rendering

Isthimius edited this page Jun 22, 2026 · 1 revision

Parallax in Gondwana is not a special effect bolted onto the renderer. It is a first-class property of SceneLayer.

Each layer has a Parallax factor:

  • < 1 moves slower than the camera
  • = 1 moves normally
  • > 1 moves faster than the camera

Because view transforms apply parallax during world-to-screen conversion, the effect naturally falls out of the normal render path.


Multi-view rendering

A RenderSurfaceHost can own multiple views. Each one can have:

  • its own camera
  • its own viewport rectangle
  • its own zoom
  • its own z-order

This supports:

  • split-screen
  • minimaps
  • picture-in-picture
  • layered overlay views

Overlap behavior

Views are rendered in ascending ZOrder. Higher views can clip lower ones where their viewport rectangles overlap.

That gives Gondwana deterministic compositing even when views share screen space.


Key insight

Parallax is layer-relative. Multi-view is render-surface-relative.

Those are different axes of composition, and Gondwana supports both at once.


Where to read next

  • Gondwana/Scenes/SceneLayer.cs
  • Gondwana/Rendering/Views/View.cs
  • Gondwana/Rendering/Views/ViewManager.cs
  • Gondwana/Rendering/RenderSurfaceHost.cs

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