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Point camera: Difference between revisions

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{{DISPLAYTITLE:point_camera}}
{{LanguageBar}}
{{CD|CPointCamera|file1=point_camera.cpp}}
{{this is a|point entity|name=point_camera}}


== Entity Description ==
[[File: point_viewcontrol.png | right | 300px]] It is a camera which outputs its view to the <code>_rt_camera</code> texture, which can be displayed using materials such as <code>dev/dev_tvmonitor1a</code>. The camera image will only update if a {{ent|func_monitor}} or the entity specified in an {{ent|info_camera_link}} is on-screen. Since there is normally only one camera render texture, only one camera can be active at a time unless a mod increases the limit.
The view of this camera entity can be output in realtime to a [[func_monitor]]'s monitor surface, or alternatively (using [[info_camera_link]]) to any named brush entity using the correct monitor texture. Note that only '''one''' point_camera can be active at any one time.


==Keyvalues==
{{note|This entity is missing from {{csgo}}{{insurgency}}{{l4d2}}{{css}} FGDs. {{l4d2}} uses [[point_viewcontrol_survivor]] for each survivor, or [[point_viewcontrol_multiplayer]] for all survivors at once instead.}}
*{{KV Targetname}}
{{bug|{{portal2}} In Portal 2, having a <code>point_camera</code> active can cause objects to become invisible through portals.}}
*{{KV Parentname}}
:{{workaround|Disable <code>r_portal_fastpath</code> using a {{ent|point_clientcommand}}, this allows cameras and several other portal-related things to work correctly.}}


*{{KV Angles}}
__TOC__
{{clr}}


*'''FOV'''
==Keyvalues==
: <float> Field of view in degrees. 90 is a good starting point for a decent view. Lower value is narrower and a larger value is a wider view.
{{KV Targetname}}
 
{{KV Angles}}
*'''UseScreenAspectRatio'''
{{KV|FOV|intn=FOV|float|Field of view in degrees. 90 is a good starting point for a decent view. Lower value is narrower and a larger value is a wider view.}}
:{{boolean}}
{{KV|Screen Aspect Ratio|intn=UseScreenAspectRatio|boolean|{{clarify}}}}
 
{{KV|Use HD Camera?|only={{hl2}} 20th|intn=UseHDCamera|boolean|Render to the [[render target]] at higher resolution.}}
*'''fogEnable'''
{{minititle|Fog}}
:{{boolean}}
{{KV|Fog Enable|intn=fogEnable|boolean}}
 
{{KV|Fog Color|intn=fogColor|color255|The fog color.}}
*'''fogColor'''
{{KV|Fog Color (HDR Override)|only={{hl2}} 20th|intn=fogColor_HDR|color255|The fog color for HDR.}}
: {{color}} Fog Color
{{KV|Fog Start|intn=fogStart|float|The near fog plane.}}
 
{{KV|Fog End|intn=fogEnd|float|The far fog/clipping plane.}}
*'''fogStart'''
{{KV|Fog Max Density [0..1]|intn=fogMaxDensity|float|The maximum fog density. 0=no fog, 1=full fog.}}
:<float> The near fog plane.
{{KV|Use Radial Fog?|only={{hl2}} 20th, {{hls}}, {{tf2branch}}, {{portal}}|intn=fogRadial|boolean|Use radial fog instead of planar-based fog. Only in {{hl2|1}} 20th Anniversary Update, {{hls|1}} (which runs on top of HL2 20th Anniversary base), {{portal|1}} (since May 2025 update), aswell as all games on {{tf2branch|1}} (since Feb 18, 2025 update).}}
 
*'''fogEnd'''
:<float> The far fog/clipping plane.


==Flags==
==Flags==
 
{{fl|1|Start Off}}
* 1: Start Off


== Inputs ==
== Inputs ==
 
{{I|ChangeFOV|Changes camera's FOV over time<br>Format: <code>&lt;Target FOV&gt; &lt;Time&gt;</code>|param=string}}
*{{I Parentname}}
{{I|SetOnAndTurnOthersOff|Turn the camera on, and turn all other cameras off.}}
 
{{I|SetOn|Turn the camera on.}}
*'''ChangeFOV <string>'''
{{I|SetOff|Turn the camera off.}}
:Changes camera's FOV over time
:Format: <code>&lt;Target FOV&gt; &lt;Time&gt;</code>
 
*'''SetOnAndTurnOthersOff'''
:Turn the camera on, and turn all other cameras off.
 
*'''SetOn'''
:Turn the camera on.
 
*'''SetOff'''
:Turn the camera off.
 
<!--Outputs: None.-->


[[Category:Entities]][[Category:Camera]]
[[Category:Entities]][[Category:Camera]]

Latest revision as of 19:49, 29 November 2025

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C++ Class hierarchy
CPointCamera
CBaseEntity
C++ point_camera.cpp

point_camera is a point entity available in all Source Source games.

Point viewcontrol.png

It is a camera which outputs its view to the _rt_camera texture, which can be displayed using materials such as dev/dev_tvmonitor1a. The camera image will only update if a func_monitor or the entity specified in an info_camera_link is on-screen. Since there is normally only one camera render texture, only one camera can be active at a time unless a mod increases the limit.

Note.pngNote:This entity is missing from Counter-Strike: Global OffensiveInsurgencyLeft 4 Dead 2Counter-Strike: Source FGDs. Left 4 Dead 2 uses point_viewcontrol_survivor for each survivor, or point_viewcontrol_multiplayer for all survivors at once instead.
Icon-Bug.pngBug:Portal 2 In Portal 2, having a point_camera active can cause objects to become invisible through portals.  [todo tested in ?]
PlacementTip.pngWorkaround:Disable r_portal_fastpath using a point_clientcommand, this allows cameras and several other portal-related things to work correctly.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also: Generic Keyvalues, Inputs and Outputs available to all entities
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
FOV (FOV) <float>
Field of view in degrees. 90 is a good starting point for a decent view. Lower value is narrower and a larger value is a wider view.
Screen Aspect Ratio (UseScreenAspectRatio) <boolean>
[Clarify]
Use HD Camera? (UseHDCamera) <boolean> (only in Half-Life 2 20th)
Render to the render target at higher resolution.

Fog:

Fog Enable (fogEnable) <boolean>
Fog Color (fogColor) <color255>
The fog color.
Fog Color (HDR Override) (fogColor_HDR) <color255> (only in Half-Life 2 20th)
The fog color for HDR.
Fog Start (fogStart) <float>
The near fog plane.
Fog End (fogEnd) <float>
The far fog/clipping plane.
Fog Max Density [0..1] (fogMaxDensity) <float>
Use Radial Fog? (fogRadial) <boolean> (only in Half-Life 2 20th, Half-Life: Source, Team Fortress 2 branch, Portal)
Use radial fog instead of planar-based fog. Only in Half-Life 2 20th Anniversary Update, Half-Life: Source (which runs on top of HL2 20th Anniversary base), Portal (since May 2025 update), aswell as all games on Team Fortress 2 branch (since Feb 18, 2025 update).

Flags

Start Off : [1]

Inputs

ChangeFOV <stringRedirectInput/string>
Changes camera's FOV over time
Format: <Target FOV> <Time>
SetOnAndTurnOthersOff
Turn the camera on, and turn all other cameras off.
SetOn
Turn the camera on.
SetOff
Turn the camera off.