On Thu, Jan 22, 2009 at 8:34 PM, Tim Shannon <[email protected]> wrote:
> I haven't yet jumped in head first into a lot of the code yet, I'm mostly
> just looking at the documentation now, and I had a few questions about
> portal behavior.
>
> Can portals be activated and inactivated at will?  I've seen mention of this
> in
> http://www.crystalspace3d.org/docs/online/manual/Dynamic-Worlds.html#0 and
> it mentions "In future it will be possible to flag portals that are closed"
> so I'm curious if that ability is there or not.

You can easily do that in code.
>
> Second, can two portals that "view" into each other be different sizes, and
> if so, with the view scale?

What do you mean by 'viewing' into each other exactly? A portal is a polygon
on which the contents of another sector is rendered. Not sure how this fits
in your question.

>
> For instance, let say I have two portals.  One is 3 x 3, and the other is 6
> x 6.  When looking through the 3x3 portal into the 6x6 portal's room, will
> the room appear half of it's actual size.

Portals point to sectors. The size that the other portal will have depends on
where it is located in the other sector. If it is far away from the first portal
it will be small.

>
> Or in practical terms, could I create a room that is filled with regularly
> sized chairs, tables, etc, and when viewed from inside the room they are
> human size, and viewed from outside the window (a portal), it would seem
> miniature?

With some portal tricks (like space warping) you can probably do that.


Greetings,


-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
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Personal page: http://users.telenet.be/jorritTyberghein/

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