Is there any way to restrict an object to a specific view port, say I have three for a triple head, but want an object to only appear in 2 of them, is there a shader call that can do that?
see the supported semantics:
hlsl: // ********************************************************************************_ // —————————< SEMANTICS >——————————————————————————————————————————————————————— // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ float4x4 tW : WORLD ; //————< object space -> world space>——————— //holds the transformation connected to the "Transform" pin. //multiply the points of your mesh with that matrix //so that you can transform meshes in space. float4x4 tWI : WORLDINVERSE ; float4x4 tWT : WORLDTRANSPOSE ; float4x4 tWIT : WORLDINVERSETRANSPOSE ; float4x4 tV : VIEW ; // world space -> view space //this is the transformation you connected to the renderer at pin "View Transform". //this matrix normally holds the position and orientation of the camera. //multiply the points of your mesh to get them relative to the camera. //still no distortion has taken place. //after multiplication x goes right, y goes up and z goes into the monitor. float4x4 tVI : VIEWINVERSE ; float4x4 tVT : VIEWTRANSPOSE ; float4x4 tVIT : VIEWINVERSETRANSPOSE ; float4x4 tP : PROJECTION ; //view space -> projection space //this is the transformation you connected to the renderer at pin "Projection Transform". it normally holds a perspective transformation. //multiply the points of your mesh to distort them by a lens. //after multiplication x and y values in between -1 and 1 are visible in the renderer. // points wiht z=0 are in front (NearClipping Plane), // points with z=1 are behind (Far Clipping Plane). float4x4 tPI : PROJECTIONINVERSE ; float4x4 tPT : PROJECTIONTRANSPOSE ; float4x4 tPIT : PROJECTIONINVERSETRANSPOSE ; float4x4 tWV : WORLDVIEW ; //world-view-matrix. //shortcut to get from object space -> view space //with one matrix multiplication * float4x4 tWVI : WORLDVIEWINVERSE ; float4x4 tWVT : WORLDVIEWTRANSPOSE ; float4x4 tWVIT : WORLDVIEWINVERSETRANSPOSE ; float4x4 tVP : VIEWPROJECTION ; float4x4 tVPI : VIEWPROJECTIONINVERSE ; float4x4 tVPT : VIEWPROJECTIONTRANSPOSE ; float4x4 tVPIT : VIEWPROJECTIONINVERSETRANSPOSE ; float4x4 tWVP : WORLDVIEWPROJECTION ; //object space -> projection space * //very comfortable matrix to get points from the original mesh //relative to the camera and also distorted by its lens. float4x4 tWVPI : WORLDVIEWPROJECTIONINVERSE ; float4x4 tWVPT : WORLDVIEWPROJECTIONTRANSPOSE ; float4x4 tWVPIT : WORLDVIEWPROJECTIONINVERSETRANSPOSE ; //if you don`t declare a world-matrix in your effect, //but want to make use of any of the world-view-projection-matrices //(those matrices you need a world-matrix for to calculate, //like "worldview" or "worldviewprojection"), //a matrix-pin for the world-matrix will automatically be added (the "Transform Pin") //to your effectnode (with the identity matrix as default value). float3 CamPosition : CAMERAPOSITION; int VwPortIndex : VIEWPORTINDEX ; int VwPortCount : VIEWPORTCOUNT ;
had a similar thread:
but stuck changing the shadercode
could someone post sample patch according joreg instructions?
maybe a clipping plane approach: http://legacy.vvvv.org/tiki-view_forum_thread.php?topics_offset=1&forumId=7&comments_parentId=28306
in case you dont have a spreaded viewport transform
After some head scratching…
thanks for the link DiMiX :)
and kalle, although that list still looks daunting!