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Camera Roadmap #1060
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It may make sense from the implementation side (I'd have to look), but having the controller come off of camera and the screen-space controller come off of the scene makes things hard to find. Even after reading the tutorial, I had to search the codebase to find where the screen-space camera was. Example code: scene.getCamera().frustum.near = 10.0;
scene.getScreenSpaceCameraController().minimumZoomDistance = 10.0; I also think that the separation of camera and controller and frustum makes implementation sense, but the end user won't know what's where. The higher-level interfaces will go a long way here. We should even consider making some of this |
I absolutely agree. In my opinion, end users should only ever need access to a single camera object where they can access the entire API (where every call works across all scene modes). |
Dropping the 1.0 label. We won't be able to do anything beyond #1817 for 1.0. |
Do not go under terrain #449Improve camera zoom #302ScreenSpaceCameraController
options. Some may be better suited on theCamera
. Fix camera view/flight issues when colliding with terrain #4105 (comment)Experimental ideas
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