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Support multi-camera scenarios #540
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The underwater environmental lighting component probably won't work well with this. Casting our own shadows instead of decreasing the light intensity could be a solution. |
This would be great to make split-screen multiplayer possible. |
Once i started pulling on the thread i could not stop. This branch should work like before iwth one ocean, there are a few issues before it will support multiple instances. Questions / problems that arose: Lod data resolution should be global setting, right now taken from one instance Validation gets passed "AnyInstance" in a few places, is this ok? RenderData.Validate - uses any instance RegisterLodDataClipSurface - this sets per-ocean data on MPB. might be tricky to fix.. How to connect underwater effect to ocean instance? How to connect underwater environment lighting with ocean instance? Debuggui always takes first instance of ocean, shall we make this selectable? OceanChunkRenderer.OnWillRenderObject - tiles will need Layer so it only goes in one camera?? tag @daleeidd @moosichu in case this is of interest
This is still on the list, but I still don't have a timeline for when we might look at it as our bandwidth is absorbed by the day to day support and fixes and etc, and a small amount of feature dev. We're hoping to increase our bandwidth through sponsorship and i wanted to mention that once here in case there is interest in supporting us: https://github.com/sponsors/wave-harmonic |
What are the implications here for single ocean with multiple cameras pointed at it? I'm planning to switch to Crest, but in my vessel simulator I've got multiple simultaneous camera views. A common use-case is for us to have three cameras around the coxswain's seat looking Forward, Port, and Starboard to approximate the windows of our tiny boat's cabin. Edit: Having tried it, it seems multiple cameras fight over the underwater effect, but otherwise seem to cooperate pretty well for my use case. |
Underwater will support multiple cameras in the next version. |
We've had a few requests recently for supporting multiple simultaneous cameras.
This probably involves at least:
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