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How i can project camera image like a entity texture or like simple image in real time?


WtymonrW

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What function call scripts in code? What value return this script?

So, anyway, i can rewrite this at C++ class:D

 

--This is where security cam will render
Script.TrackingPivot=""--entity
--This should be your main camera where you are, like your FPSCam
Script.MainCamera=""--entity
--This can be any material with any diffuse shader, paint your CCTV with this
Script.RenderToMaterial=""--path
function Script:Start()
   --Create Buffer and texture so we have a rendertarget to render to.
   camerabuffer=Buffer:Create(256,256,1,0);
   tex = Texture:Create(App.context:GetWidth(),App.context:GetHeight())
   camerabuffer:SetColorTexture(tex)
   camerabuffer:Disable();
   --Fetch CCTV material
   mat=Material:Load(self.RenderToMaterial)
   self.entity:SetMaterial(mat)
end
function Script:UpdateWorld()
   camerabuffer:Enable()
   save=self.MainCamera:GetMatrix() --save your cam matrix
   self.MainCamera:SetMatrix(self.TrackingPivot:GetMatrix())
   App.world:Render() -- render to buffer your pivots matrix
   self.MainCamera:SetMatrix(save) --restore matrix
   camerabuffer:Disable()
   --Ok now do backbuffer in mainloop (App.lua)
   Context:SetCurrent(App.context)
   --Set buffer output and send it to the shader as texture0
   buffertex = camerabuffer:GetColorTexture()
   mat:SetTexture(buffertex,0)
end

 

it set's the camera's view as a texture and then sends it off to send that texture image as texture0 for it to render on to the surface, and updates it constantly in the update world.

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