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#define SINGLE_SCREEN
#define ASSYMETRICAL_FRUSTUM
Camera "Camera 1"
{
RenderSurface "Window 1"
{
Visual {
DOUBLEBUFFER,
RGBA,
DEPTH_SIZE 1,
RED_SIZE 8,
GREEN_SIZE 8,
BLUE_SIZE 8,
ALPHA_SIZE 8
}
#ifdef SINGLE_SCREEN
Screen 0;
WindowRectangle 0 0 426 512;
#else
Screen 2;
#endif
InputRectangle -2.5 -0.5 -1.0 1.0;
Border off;
}
Lens {
Frustum -0.55228475 0.55228475 -0.41421356 0.41421356 1 1000.0;
}
Offset {
#ifdef ASSYMETRICAL_FRUSTUM
Shear 1.5 0.0;
#else
Rotate -90.0 1 0 0;
Rotate -45.0 0 0 1;
Rotate 90.0 1 0 0;
#endif
}
}
Camera "Camera 2"
{
RenderSurface "Window 2"
{
Visual {
DOUBLEBUFFER,
RGBA,
DEPTH_SIZE 1,
RED_SIZE 8,
GREEN_SIZE 8,
BLUE_SIZE 8,
ALPHA_SIZE 8
}
Screen 0;
#ifdef SINGLE_SCREEN
WindowRectangle 426 0 426 512;
#endif
InputRectangle -1.0 1.0 -1.0 1.0;
Border off;
}
Lens {
Frustum -0.55228475 0.55228475 -0.41421356 0.41421356 1 1000.0;
}
}
Camera "Camera 3"
{
RenderSurface "Window 3"
{
Visual {
DOUBLEBUFFER,
RGBA,
DEPTH_SIZE 1,
RED_SIZE 8,
GREEN_SIZE 8,
BLUE_SIZE 8,
ALPHA_SIZE 8
}
#ifdef SINGLE_SCREEN
Screen 0;
WindowRectangle 852 0 426 512;
#else
Screen 1;
#endif
InputRectangle 0.5 2.5 -1.0 1.0;
Border off;
}
Lens {
Frustum -0.55228475 0.55228475 -0.41421356 0.41421356 1 1000.0;
}
Offset {
#ifdef ASSYMETRICAL_FRUSTUM
Shear -1.5 0.0;
#else
Rotate -90.0 1 0 0;
Rotate 45.0 0 0 1;
Rotate 90.0 1 0 0;
#endif
}
}
InputArea
{
RenderSurface "Window 1" ;
RenderSurface "Window 2" ;
RenderSurface "Window 3" ;
}
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