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| Dr. Best | Nov 30 2007, 05:55 PM |
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Administrator
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I'll try to make this as clear and understandable as possible. Therefore two different problems need to be looked at. Problem 1, Switching from one room to another where both rooms use Ultimate 3D: First you have to make sure that both rooms have views enabled, that the primary view is enabled and that this view has the same dimensions in both rooms (e.g.: if it's 640*480 in the first room it has to be 640*480 in the second one too). The control object should be persistent, there shouldn't be a second control object in the second room and the camera should either be persistent too, or there should be one in both rooms. Then this piece of code can be placed in the room end event of the control object to get everything working correctly:
Switching rooms should be working without any problems then. Problem 2, switching from a room, which uses Ultimate 3D to a room which doesn't: Solution 1, recommended if Ultimate 3D needs to be used again lateron: This solution just disables the rendering output of Ultimate 3D temporarily and makes sure that all objects get destroyed correctly. Again the control object should be persistent! This code can be used in the room end event of the control object then:
If you want to switch Ultimate 3D back to enabled lateron just create a new camera object in a room that has views set up as described above and call SwitchView() again. Solution 2, if you don't want to use Ultimate 3D again before the game shuts down, usually not appreciated: This solution deinitializes Ultimate 3D completely, with all of it's objects. It doesn't matter whether the control object is persistent or not, it will destroy itself anyway. Use this code in the room end event of the control object:
I have tried none of the above solutions but in principle they should be working fine. If they don't please let me know, I'll fix the mistakes then. |
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| Switching ROOMS! · Questions about Ultimate 3D | |




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1:17 AM Sep 9