arcticPigs release V1.0 helpefiles |
![]() |
Creates a new arcticLayer object.
A layer is a subset of the screen area where you can display 3D objects. There are several reasons you may want to use a layer instead of adding the models to your main world object. Objects rendered in a new layer are always in front of objects from it's parent. Even by zooming in or out you cannot make objects from the parent layer appear in front of objects from a child layer. This is achieved by making each layer 'own' part of the z-buffer range. Secondly a layer will clip objects if they fall outside the layer's screen range. Generally you would define layers covering only part of the original screen area. This way you can create effects like overhead windows, or more game-like layouts of your 3D window.
Syntax: |
arcticLayer newLayer( VARIANT width, VARIANT height, String anchor, VARIANT xOffset, VARIANT yOffset, float zRange) |
Return: | a new arcticLayer object |
Parameters: |
The horizontal offset from the anchor position. You can either enter the width in pixels or in terms of a percentage of the window size of the 3D control. The vertical offset from the anchor position. You can either enter the width in pixels or in terms of a percentage of the window size of the 3D control. The amount of 'z-space' this layer uses. This is not an absolute value. The viewer shares out the z-buffer depth to the various layers based on the total amount requested by all layers. Each layer receives a pro-rata share of the buffer depth. The original (master) layer has a z-range of one. Each layer is created in front of it's parent layer. |
See also:
Last Updated: 07/03/02 |