Sets active camera for rendering (single camera mode).
Takes camera (camera entity handle).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
cameraInt
Returns
Void
Quick Summary
Sets active camera for rendering (single camera mode).
Takes camera (camera entity handle).
Returns nothing.
Technical Exegesis...
Sets active camera for rendering (single camera mode). Takes camera (camera entity handle). Returns nothing. Validates entity exists and is camera type, sets global g_activeCamera=handle. Designates which camera used for scene rendering.
This function sets active camera.
Sets active camera for rendering (single camera mode). Takes camera (camera entity handle). Returns nothing. Validates entity exists and is camera type, sets global g_activeCamera=handle. Designates which camera used for scene rendering.
This function sets active camera. Active camera: global variable g_activeCamera stores handle of camera used for rendering (only one camera active at a time in single-camera mode), rendering system uses active camera's position/rotation/projection for view/projection matrices. Validation: checks entity exists and type==ENTITY_CAMERA (only valid camera entities can be active), invalid handle or non-camera entity ignored (g_activeCamera unchanged). Use cases: (1) Camera switching (switch between different cameras, first-person/third-person toggle), (2) Cutscenes (switch to cinematic camera), (3) Death cam (switch to spectator camera), (4) Vehicle cameras (switch when entering vehicles), (5) Debug cameras (toggle free camera for debugging). Common pattern: cam1=b3dCreateCamera(), cam2=b3dCreateCamera(), setup cameras, b3dSetActiveCamera(cam1) initially, later b3dSetActiveCamera(cam2) to switch. Typical usage: create multiple cameras, set one active, switch active camera for gameplay events (enter vehicle, die, cutscene). Single camera mode: only one camera renders per frame (contrast with multi-camera rendering for split-screen, use viewport/canvas system for multiple simultaneous cameras). Camera creation: cameras created with b3dCreateCamera, configured with b3dCameraFOV/Range/etc, activated with b3dSetActiveCamera. Default active camera: if no camera set active, rendering may use default camera or skip rendering (check initialization code). Performance: switching active camera is O(1) (simple global variable assignment, no rendering cost), camera not deallocated (remains in memory, can switch back instantly). Related: b3dCreateCamera creates camera entities, b3dCameraFOV/Range/etc configure cameras, multi-camera rendering via viewports/canvas.