DX11 GLUE LIMB TO CAMERA

Attaches the given source limb to the specified target camera.
This means that any movement / rotation of the source limb will be relative to that of the target camera, ie. when the target's translation changes, so does the source's.
3D entities (cameras, limbs, limbs) can be glued together in arbitrarily complex hierarchies such that for example camera A is relative to limb B which in turn is relative to limb C and so on,
but each individual entity may only be glued to one or zero "parent" entities each (the same parent entity can be used for an arbitrary amount of "child" entities however).
By glueing an limb to a camera you can make sure that it is always rendered relative to said camera; this can be useful for things like heads-up displays, or visible equipment (weapons etc.) in
a first-person setting.
Take note that if you do not undo a glueing operation before deleting the target entity, the target will remain until everything that is glued to it is removed, either
by unglueing it or by deleting all entities glued onto it.

  Syntax
DX11 GLUE LIMB TO CAMERA source, target
  Parameters
source
Dword
The limb to attach to the target camera.
target
Dword
The camera to which transform the source camera is attached. If set to nullptr, or zero, the function will work the same as DX11 UNGLUE LIMB.

  Returns

This function does not return a value.

  See also

LIMB Functions Menu
DX11 Function Categories