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Point camera: Difference between revisions

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[[File: point_viewcontrol.png | right | 300px]]
{{LanguageBar}}
{{base point|point_camera}}
{{CD|CPointCamera|file1=point_camera.cpp}}
{{this is a|point entity|name=point_camera}}


{{note|This entity is missing from {{csgo}}{{insurgency}}{{l4d2}} FGDs. {{l4d2}} uses [[point_viewcontrol_survivor]] for each survivor, or [[point_viewcontrol_multiplayer]] for all survivors at once instead }}
[[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.
{{bug|{{portal2}} The camera has issues with rendering when passing through portals, the camera must be switched off to fix this issue. [https://www.youtube.com/embed/oJCAPLYHHnM Demonstration].}}
 
{{bug|{{tf2}} The camera fails to render anything, making it useless along with [[func_monitor]].}}
{{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.}}
{{bug|{{portal2}} In Portal 2, having a <code>point_camera</code> active can cause objects to become invisible through portals.}}
:{{workaround|Disable <code>r_portal_fastpath</code> using a {{ent|point_clientcommand}}, this allows cameras and several other portal-related things to work correctly.}}


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{{clr}}
== Entity Description ==
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. Active cameras require one render texture each. The mod default total number of render textures is one, so unless it is used in a mod with an increased limit, only one camera can be active at any time.


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
{{KV Angles}}
{{KV Angles}}
 
{{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.}}
{{KV|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.}}
{{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.}}
{{KV|UseScreenAspectRatio|boolean}}
{{minititle|Fog}}
 
{{KV|Fog Enable|intn=fogEnable|boolean}}
{{KV|fogEnable|boolean}}
{{KV|Fog Color|intn=fogColor|color255|The fog color.}}
 
{{KV|Fog Color (HDR Override)|only={{hl2}} 20th|intn=fogColor_HDR|color255|The fog color for HDR.}}
{{KV|fogColor|color|The fog color.}}
{{KV|Fog Start|intn=fogStart|float|The near fog plane.}}
 
{{KV|Fog End|intn=fogEnd|float|The far fog/clipping plane.}}
{{KV|fogStart|float|The near fog plane.}}
{{KV|Fog Max Density [0..1]|intn=fogMaxDensity|float|The maximum fog density. 0=no fog, 1=full fog.}}
 
{{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).}}
{{KV|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.}}
{{IO|ChangeFOV|Changes camera's FOV over time<br>Format: <code>&lt;Target FOV&gt; &lt;Time&gt;</code>|param=string}}
{{I|SetOff|Turn the camera off.}}
 
{{IO|SetOnAndTurnOthersOff|Turn the camera on, and turn all other cameras off.}}
 
{{IO|SetOn|Turn the camera on.}}
 
{{IO|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.