
Originally Posted by
Tasuit
Yes, but the problem with rt screens is that they are global, so if i have 2 cam controllers, it wont work with 2 screens.
Let's say you're in room A with an RT screen, and there's an RT camera in room B. There is a door between them that automatically closes.
Code:
____ ____
| | | |
| |__| |
| A |__| B |
| | | |
|____| |____|
Now, normally, you would only be rendering the contents of room A. However, because of the RT camera and screen, you would be rendering both A and B, which will give you a drop in framerate.
And that's with just 1 camera.
You'd have to be very careful about how the cam controller screens were implemented. For example, you'd only want them to display one screen at a time, which would decrease their effectiveness as security cameras. You'd also only be able to have a maximum of 16 screens on a server -- that includes console screens, digital screens, oscilloscopes etc. If you were going to use it as security cameras for a big base you'd probably want about 9 of them, which is over half the server's limit. This is because the GPUlib only allocates 16 rendertargets and it can not do any dynamic allocation of more.
It's not impossible, but would require a lot of thought for it not to be ridiculously laggy.

Originally Posted by
Tasuit
Now this MAY seem impossible or very laggy, but i've hear something about this "Render lib" or whatever it is making it possible, so before you come out with the statement "its laggy / not possible" please, read about the render lib.
From the sounds of it, you haven't read about the render lib at all.
What I guess you're referring to is the Render library, which is just a collection of functions that let you draw lots of stuff. The render library is what would be used to draw a render target onto a screen. It doesn't magically make doing that not laggy, though.
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Also, you don't get to make suggestions until you've contributed something to the forum. Your only posts have been in this thread. Nobody's going to take you seriously like that.
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