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nzdfcrash

PIP issues

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So basically the mirrors on a certain mig i'm working on are reversed but look as they should in the uv editor, ie right mirror should look as it does on left and vice versa.

arma32014-03-3012-23-12-91_zpsecec09f5.jpg

If anyone has any ideas?

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So basically the mirrors on a certain mig i'm working on are reversed but look as they should in the uv editor, ie right mirror should look as it does on left and vice versa.

http://i157.photobucket.com/albums/t41/h290master/arma32014-03-3012-23-12-91_zpsecec09f5.jpg

If anyone has any ideas?

If you have two sets of memory points for each mirror you should just be able to swap the pointPosition and pointDirection of the render targerts and it will swap the images rendered.

class RenderTargets /// class for all Picture-in-Picture
	{
		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
		{
			renderTarget = "rendertarget1"; /// 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		= "PIP1_pos"; 	/// memory point of PiP origin
				pointDirection		= "PIP1_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
			}; 			
		};
	};

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If you have two sets of memory points for each mirror you should just be able to swap the pointPosition and pointDirection of the render targerts and it will swap the images rendered.

					
renderVisionMode 	= 0;			/// zero means standard vision

Doesn't setting renderVisionMode = 4; create mirror images without having to mess around with the memory points like that?

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Mirror horizontally seemed to fix for the most part. New issue of the left mirror appearing black, tried moving around back into uv box + moving about the mem points to try remedy to no avail.

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