Hi Guys,
Here is a list of everything:
- main camera field of view is 60.
- screen res is 1024 x 768.
- render texture displayed in the middle of the screen on a 128 x 96 texture.
- Render texture Camera.
- The render texture camera and main camera are always looking at my ball in the
center of the screen and are both in the same position.
I am trying to build a “portal”. I first do a raycast from my ball to my camera. This allows me to determine if something is obstructing my view. If something is in the way, I draw the render texture. My render texture’s camera only culls the ball and ground so the obstructing object doesn’t get drawn in my render texture.
I need help with calculating the field of view for my render texture’s camera so that the render texture is correctly scaled and blends in with the world. I originally thought that since my render texture is 1/8th the size of my screen res I could simply divide my main camera’s field of view by 8 to get my render texture camera’s field of view. Unfortunately, that is not the case. The render texture still seems larger and I am not too sure why.
Any thoughts or ideas would be greatly appreciated.