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Found 2 results

  1. I'm trying to take an in-game camera, and render it's output to the screen of a "Land_MobilePhone_smart_F". Using the code explained on the Procedural Textures page, that code looks something like this: _screen = createVehicle ["Land_MobilePhone_smart_F", [0,0,9999], [], 0, "CAN_COLLIDE"]; _screen attachTo [player, [-0.08,1,-0], "head"]; _screen setDir 90; _screen setObjectTexture [0, "#(argb,512,512,1)r2t(cam_r2t,1)"]; _cam = "camera" camCreate [0,0,0]; _cam cameraEffect ["Internal", "Back", "cam_r2t"]; This works, but the image that is displayed on the smart phone is horribly stretched, because the hidden texture on the smart phone is twice as high as it is wide. So I tried playing with the width and height properties in the setObjectTexture (in the format where the texture is "#(argb,width,height,mipmaps)r2t(cam_r2t,aspect)"), by setting it to "#(argb,256,512,1)r2t(cam_r2t,1)", but that had no effect on the stretching, just the "quality" of the image in one direction or the other. So I tried changing the "aspect ratio" value by setting it as "#(argb,512,512,1)r2t(cam_r2t,0.5)", no luck. So I tried the other way, ""#(argb,512,512,1)r2t(cam_r2t,2)", still no luck. And I've tried every combination I can think of with width/height/aspectRatio combinations, nothing seems to prevent the image from being extremely stretched. As far as I can tell, the "aspect ratio" value in r2t has no effect whatsoever. Does anyone have any ideas how to get this camera to render properly, without have a 2:1 stretching effect? Thanks!
  2. Is that something known? Any solution exist? Footage: If I set series of r2t cameras for the player, then do same for u1 unit, some of u1 unit textures turns black instead. Then, if I remove r2t from the player, the only working r2t textures for u1 turn black too. All r2t turn black if you activate splendid cam. Note also weird splendind cam behavior (view switch), when launched during activating cameras sequence. Used repro. EDIT: a theory - excluding splendid cam it may have something to do with some hardcoded limitation in amount of r2t used simulatanously. When at the last part I'm using this: _x cameraEffect ["Terminate","BACK",(format ["rendersurface%1%2",_foreachIndex,""])]; instead of: _x cameraEffect ["Terminate","BACK"]; black textures on u1 gradually start to show proper image as cameras are terminated on the player textures. This theory is confirmed by a fact, if I reduce amount of r2t for the player, equally more are properly displayed on u1. That limit seems to be 8. If that's actually a limit, can it be lifted/raised? There's also weird splendid cam behavior to be explained.
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