Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
bass player
15
Years of Service
User Offline
Joined: 11th Nov 2008
Location:
Posted: 13th Nov 2008 23:48
Is there a way to turn off camera 0 . I want to stop it rendering while I do some other stuff to the screen, then turn it back on, is there some command that will simulate this. It seems I can't delete it, but as long as it exists it renders what it can see, which is a problem when trying to paste images with selection areas on them to the screen.... any ideas ?
zenassem
21
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 14th Nov 2008 04:36 Edited at: 14th Nov 2008 04:52
Did you try using sync mask?

Quote: "
SYNC MASK

This command will set the engine to ignore certain cameras, thus saving performance when the cameras are not needed. The parameter is a DWORD mask, which by default is set to 0xFFFFFFFF. You can adjust this mask to filter out the cameras you do not wish to render. Camera zero is represented in bit 1, camera one in bit 2, and so on. A bit state of zero means the camera will not be rendered, and a bit state of 1 means the camera will be rendered, as is the default behaviour.

Syntax
SYNC MASK DWORD Mask Value
"




should turn camera 0 off (and all other cameras)


should turn them back on

F.Y.I.
I haven't used it much but I found to explanations of sync mask command parameters; one being in binary the other in hex. So try playing around with it. In Binary the last bit should control camera 0, the second to last camera 1 etc... so to enable camera 3 and 0...



or if the help is correct



"When I look at that square... I wish FPSC noobs would stay on their side of the forums and stop polluting these boards." - Benjamin
bass player
15
Years of Service
User Offline
Joined: 11th Nov 2008
Location:
Posted: 15th Nov 2008 02:40 Edited at: 15th Nov 2008 10:46
thanks zenassem, I hadn't come across that instruction and it seems to turn off camera 0 ok, which was my original problem. Strangely though doesn't seem to enable camera 1 as explained in the help files, even though its up and running. I found (bit 1) a bit confusing as it actually seems to be bit zero that controls camera 0, but setting bit 1 does nothing for camera 1. bit 3 ( 4 in decimal )seems to turn on camera 1, all very confusing.. I am definately missing something here...

[sync mask %00000000000000000000000000000001 will render Cam 0
sync mask %00000000000000000000000000000010 Cam 0 off / cam 1 off ?
]
IanM
Retired Moderator
22
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 15th Nov 2008 11:16 Edited at: 20th Nov 2008 00:15
That's right - if the bit for the camera is set then the camera will be rendered.

This will cause both camera 0 and camera 1 to be rendered, but if you have other cameras they won't be:
sync mask %00000000000000000000000000000011

BTW, you don't need all of those leading zeros either.

@zenassem,
Your example of 0x00001001 is incorrect - that's a hex value, not binary. If you convert to its binary equivalent it becomes %1000000000001, which enables cameras 0 and 12, not 0 and 3 as you said.

Deego
16
Years of Service
User Offline
Joined: 21st May 2008
Location:
Posted: 19th Nov 2008 01:25
Maybe build a small room in an out of the way place, and while you are rendering whatever, position the camera in this room? I don't know if this would actually work, but it would prevent what you are doing from being rendered on screen.

Login to post a reply

Server time is: 2024-09-27 22:25:47
Your offset time is: 2024-09-27 22:25:47