// Render Box which has a var game = Atomic.game; var node = self.node; var chestScene; var chestNode; var chestCamera; // Create a scene which get's rendered to texture function createChestScene() { chestScene = new Atomic.Scene(); chestScene.createComponent("Octree"); // zone var zoneNode = chestScene.createChild("Zone") var zone = zoneNode.createComponent("Zone"); zone.boundingBox = [-1000, -1000, -1000, 1000, 1000 , 1000]; zone.ambientColor = [0.0, 0.0, 0.0]; zone.fogColor = [.2, .2, .2, 1.0]; zone.fogStart = 10; zone.fogEnd = 100; chestNode = chestScene.createChild("Chest"); chestNode.pitch(-90); var model = chestNode.createComponent("StaticModel"); model.setModel(game.cache.getResource("Model", "Models/Chest.mdl")); model.setMaterial(game.cache.getResource("Material", "Materials/Chest.xml")); // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene var cameraNode = chestScene.createChild("Camera"); chestCamera = cameraNode.createComponent("Camera"); cameraNode.position = [0, .5, -4]; cameraNode.pitch(0); chestCamera.farClip = 100; // Create a point light to the camera scene node var light = cameraNode.createComponent("Light"); light.lightType = Atomic.LIGHT_POINT; light.range = 30; } function start() { createChestScene(); var cache = game.cache; var model = node.createComponent("StaticModel"); model.setModel(cache.getResource("Model", "Models/Box.mdl")); // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it var renderTexture = new Atomic.Texture2D(); renderTexture.setSize(1024, 1024, game.graphics.getRGBFormat(), Atomic.TEXTURE_RENDERTARGET); renderTexture.filterMode = Atomic.FILTER_BILINEAR; // Create a new material from scratch, use the diffuse unlit technique, assign the render texture // as its diffuse texture, then assign the material to the screen plane object var renderMaterial = new Atomic.Material(); renderMaterial.setTechnique(0, game.cache.getResource("Technique", "Techniques/Diff.xml")); renderMaterial.setTexture(Atomic.TU_DIFFUSE, renderTexture); model.setMaterial(renderMaterial); // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode) // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible // in the main view var surface = renderTexture.getRenderSurface(); var rttViewport = new Atomic.Viewport(chestScene, chestCamera); surface.setViewport(0, rttViewport); node.pitch(-90); } function update(timeStep) { node.roll(timeStep * 15); chestNode.roll(timeStep * 75); }