{"action":"created","issue":{"url":"https://api.github.com/repos/GoranM/bdx/issues/469","repository_url":"https://api.github.com/repos/GoranM/bdx","labels_url":"https://api.github.com/repos/GoranM/bdx/issues/469/labels{/name}","comments_url":"https://api.github.com/repos/GoranM/bdx/issues/469/comments","events_url":"https://api.github.com/repos/GoranM/bdx/issues/469/events","html_url":"https://github.com/GoranM/bdx/issues/469","id":116980111,"number":469,"title":"Suggestion: Viewports","user":{"login":"SolarLune","id":4733521,"avatar_url":"https://avatars.githubusercontent.com/u/4733521?v=3","gravatar_id":"","url":"https://api.github.com/users/SolarLune","html_url":"https://github.com/SolarLune","followers_url":"https://api.github.com/users/SolarLune/followers","following_url":"https://api.github.com/users/SolarLune/following{/other_user}","gists_url":"https://api.github.com/users/SolarLune/gists{/gist_id}","starred_url":"https://api.github.com/users/SolarLune/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/SolarLune/subscriptions","organizations_url":"https://api.github.com/users/SolarLune/orgs","repos_url":"https://api.github.com/users/SolarLune/repos","events_url":"https://api.github.com/users/SolarLune/events{/privacy}","received_events_url":"https://api.github.com/users/SolarLune/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":29,"created_at":"2015-11-15T08:12:22Z","updated_at":"2016-02-03T22:37:58Z","closed_at":null,"body":"Hey, there. \r\n\r\nSo, it'd be nice if we had viewport support, since multiplayer games would benefit from this. The idea's pretty simple - we'll be able to set up a viewport and indicate where that viewport should be rendered on-screen (simply, its position, width, height, and maybe rotation, if the sprite batch supports it easily enough), and which camera is used to render to the viewport. Viewports also have clipping modes, but I'll save those for later.\r\n\r\nThe engine would probably have a default viewport that is rendered to if there *isn't* one already in the collection, so that we can save on code and also make it easy to specify split-screens (so that we're not wasting time rendering the game normally, and then also in two or more viewports)."},"comment":{"url":"https://api.github.com/repos/GoranM/bdx/issues/comments/179507285","html_url":"https://github.com/GoranM/bdx/issues/469#issuecomment-179507285","issue_url":"https://api.github.com/repos/GoranM/bdx/issues/469","id":179507285,"user":{"login":"GoranM","id":2141814,"avatar_url":"https://avatars.githubusercontent.com/u/2141814?v=3","gravatar_id":"","url":"https://api.github.com/users/GoranM","html_url":"https://github.com/GoranM","followers_url":"https://api.github.com/users/GoranM/followers","following_url":"https://api.github.com/users/GoranM/following{/other_user}","gists_url":"https://api.github.com/users/GoranM/gists{/gist_id}","starred_url":"https://api.github.com/users/GoranM/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/GoranM/subscriptions","organizations_url":"https://api.github.com/users/GoranM/orgs","repos_url":"https://api.github.com/users/GoranM/repos","events_url":"https://api.github.com/users/GoranM/events{/privacy}","received_events_url":"https://api.github.com/users/GoranM/received_events","type":"User","site_admin":false},"created_at":"2016-02-03T22:37:58Z","updated_at":"2016-02-03T22:37:58Z","body":"It should be possible to extract all the required libgdx values (fov, near, far, etc) from the blender exported projection matrix. With that, you don't have to change the exporter, and you don't have to worry about how to change raf's code.\r\n\r\nActually, now that I think about it, the discrepancy I talked about earlier was present when I tried to use angle_y from blender (which doesn't seem to reflect true fov after modifying resolution in render settings), but I didn't try extracting the fov from the blender exported projection matrix, and then using that to build the libgdx camera. Doing that might avoid the discrepancy, and enable us to simply use their functions to update the camera, instead of manually setting the matrices ourselves.\r\n\r\nSo, I recommend testing that."}}