Sets reflection camera field of view in degrees (clamped 10-170, typically 45-120).
Takes entity (reflective entity handle), fov (field of view in degrees, clamped 10.0-170.0).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
entityInt
fovDouble
Returns
Void
Quick Summary
Sets reflection camera field of view in degrees (clamped 10-170, typically 45-120).
Takes entity (reflective entity handle), fov (field of view in degrees, clamped 10.0-170.0).
Returns nothing.
Technical Exegesis...
Sets reflection camera field of view in degrees (clamped 10-170, typically 45-120). Takes entity (reflective entity handle), fov (field of view in degrees, clamped 10.0-170.0). Returns nothing. Validates entity is reflective with reflection camera, clamps FOV to 10.0-170.0 degrees, stores in entity.reflectionFOV, updates reflection camera FOV via b3dCameraFOV. Controls horizontal/vertical viewing angle of reflection camera (how wide the reflected view is).
Sets reflection camera field of view in degrees (clamped 10-170, typically 45-120). Takes entity (reflective entity handle), fov (field of view in degrees, clamped 10.0-170.0). Returns nothing. Validates entity is reflective with reflection camera, clamps FOV to 10.0-170.0 degrees, stores in entity.reflectionFOV, updates reflection camera FOV via b3dCameraFOV. Controls horizontal/vertical viewing angle of reflection camera (how wide the reflected view is).
This function adjusts reflection camera viewing angle for coverage control. Field of view: angle in degrees determining how much scene the camera sees, larger FOV = wider view (more objects visible in reflection), smaller FOV = narrower view (zoomed in, less visible). fov parameter: degrees, clamped 10.0-170.0. Typical values: 45 degrees = narrow (telephoto-like), 90 degrees = wide (default for reflective grid), 120 degrees = very wide (fisheye-like). Default: b3dCreateReflectiveGrid sets 90 degrees FOV for wide reflection capture. Clamping: minimum 10.0 (prevents extreme narrow FOV), maximum 170.0 (prevents distortion at 180 degrees). Use cases: (1) Adjust reflection coverage (increase FOV to capture more scene), (2) Zoom effects (decrease FOV for magnified reflections), (3) Fisheye mirrors (high FOV for distorted wide-angle), (4) Realistic mirror FOV matching (match main camera FOV for realistic reflections). Common pattern: water=b3dCreateReflectiveGrid(...), b3dSetReflectionFOV(water, 60.0), sets moderate 60 degree FOV for focused reflection. FOV and distance interaction: FOV controls angle, distance controls position, together determine visible area. Wide FOV + close distance = wide but shallow coverage. Narrow FOV + far distance = narrow but deep coverage. Perspective distortion: very wide FOV (>120 degrees) creates fisheye distortion in reflection, very narrow FOV (<30 degrees) creates telephoto compression. Storage: stored in entity.reflectionFOV field for reference. Camera update: calls b3dCameraFOV on reflection camera handle to apply new FOV immediately. Entity requirement: must be reflective (isReflective=true) with valid reflection camera (reflectionCameraHandle > 0). Typical usage: keep default 90 degrees for most water/mirrors, adjust for special effects or coverage needs. Related: b3dSetReflectionDistance controls camera distance (position), b3dCameraFOV sets main camera FOV (separate from reflection), b3dCreateReflectiveGrid sets default 90 degree FOV.