Sets camera projection mode (0=disabled, 1=perspective, 2=orthographic).
Takes camera (camera entity handle), mode (0/1/2).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
cameraInt
modeInt
Returns
Void
Quick Summary
Sets camera projection mode (0=disabled, 1=perspective, 2=orthographic).
Takes camera (camera entity handle), mode (0/1/2).
Returns nothing.
Technical Exegesis...
Sets camera projection mode (0=disabled, 1=perspective, 2=orthographic). Takes camera (camera entity handle), mode (0/1/2). Returns nothing. Validates entity is camera type, allocates camera->Camera3D if null, clamps mode to 0-2, sets camera->projMode=mode. Controls projection type and rendering enable.
This function sets projection mode.
Sets camera projection mode (0=disabled, 1=perspective, 2=orthographic). Takes camera (camera entity handle), mode (0/1/2). Returns nothing. Validates entity is camera type, allocates camera->Camera3D if null, clamps mode to 0-2, sets camera->projMode=mode. Controls projection type and rendering enable.
This function sets projection mode. Mode values: 0=disabled (camera doesn't render, skip rendering pass), 1=perspective (default, realistic depth foreshortening, objects smaller with distance), 2=orthographic (parallel projection, no foreshortening, same size regardless of distance). Perspective: objects farther appear smaller (vanishing point perspective), uses FOV for frustum angle, typical for 3D games/simulations (FPS, TPS, flight). Orthographic: objects same size at any distance (parallel projection, no perspective distortion), uses ortho scale for frustum size, typical for 2D games, CAD, strategy games (RTS, isometric). Disabled mode: mode=0 disables camera rendering (camera entity exists but doesn't render, useful for temporarily disabling cameras without deleting), render loop skips disabled cameras (no performance cost). Use cases: (1) Perspective for 3D games (realistic depth), (2) Orthographic for 2D/isometric (no perspective), (3) CAD/modeling (orthographic for accurate measurements), (4) UI cameras (orthographic for pixel-perfect 2D), (5) Minimap (orthographic for top-down view). Common pattern: b3dCameraProjMode(camera, 1) for perspective 3D, b3dCameraProjMode(camera, 2) for orthographic 2D, b3dCameraProjMode(minimapCam, 2) for minimap. Default mode: cameras typically default to perspective (mode=1), check Camera3D constructor. Mode clamping: function clamps mode to 0-2 range (mode<0 becomes 0, mode>2 becomes 2), safe to pass any integer. Camera allocation: if camera->camera==nullptr, allocates new Camera3D. Related: b3dCameraFOV sets FOV (perspective only), b3dCameraRange sets near/far planes, b3dCreateCamera creates camera entity.