Binds entity to specific canvas for multi-canvas rendering (sets boundToCanvasID).
Takes entity (entity handle), canvasID (canvas identifier).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
entityInt
canvasIDInt
Returns
Void
Quick Summary
Binds entity to specific canvas for multi-canvas rendering (sets boundToCanvasID).
Takes entity (entity handle), canvasID (canvas identifier).
Returns nothing.
Technical Exegesis...
Binds entity to specific canvas for multi-canvas rendering (sets boundToCanvasID). Takes entity (entity handle), canvasID (canvas identifier). Returns nothing. Validates entity exists, sets entity.boundToCanvasID=canvasID. Entity only rendered to cameras bound to matching canvas ID (enables split-screen, multi-viewport rendering).
This function enables multi-canvas rendering control.
Binds entity to specific canvas for multi-canvas rendering (sets boundToCanvasID). Takes entity (entity handle), canvasID (canvas identifier). Returns nothing. Validates entity exists, sets entity.boundToCanvasID=canvasID. Entity only rendered to cameras bound to matching canvas ID (enables split-screen, multi-viewport rendering).
This function enables multi-canvas rendering control. Canvas binding: entities and cameras have canvasID, entity only rendered if its canvasID matches active camera's canvasID, allows different objects visible in different viewports. canvasID parameter: arbitrary integer identifier, canvasID=0 typically default/main canvas, positive integers for additional canvases (split-screen, picture-in-picture). Use cases: (1) Split-screen multiplayer (player1 entities canvas=1, player2 entities canvas=2), (2) Minimap (minimap-only objects on separate canvas), (3) Picture-in-picture (security camera view with different entities), (4) UI overlays (HUD elements on UI canvas), (5) Mirror/portal rendering (alternate view objects). Common pattern: cam1=b3dCreateCamera(), b3dBindCameraToCanvas(cam1, 1), entity=b3dLoadMesh(...), b3dBindEntityToCanvas(entity, 1), entity only visible to cam1. Default behavior: entities with canvasID=0 visible to all cameras with canvasID=0 (standard single-canvas rendering). Rendering: during render pass, checks entity.boundToCanvasID against camera.boundToCanvasID, match required for rendering (mismatch = entity skipped). Performance: canvas binding is lightweight check during rendering, no performance cost if not used (default canvasID=0 for all). Hierarchy: canvas binding doesn't propagate to children (each entity independently bound), parent/child can have different canvasID (child visible in different viewports than parent). Typical setup: create canvases for different viewports, bind cameras to canvases, bind entities to canvases, render automatically handles filtering. Validation: no validation on canvasID value (any integer allowed), invalid entity handles ignored. Related: b3dBindCameraToCanvas binds camera to canvas (counterpart for camera side), b3dCreateCamera creates cameras for rendering.