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Cameras represent the user's view into the scene, and any graphical application will require at least one camera for the user to be able to see anything.

They have parameters like position and orientation which define what part of the scene will the user see. Additionally, their parameters like field of view, projection mode and aspect ratio define how is the application scene transformed into the 2D output visible to the user.

Finally, everything that the camera sees is output to what we call a render target. Render targets can be windows, like the one that was created when the application was started, or an off-screen surface, as we'll explain later.

Cameras are represented by the Camera component, and they can be created as any other component.

HSceneObject cameraSO = SceneObject::create("Camera");
HCamera camera = cameraSO->addComponent<CCamera>();

Before the camera can render anything, you need to assign the render target to which the camera will output its contents to. Lets create a camera that renders to the primary render window. The primary application window can be retrieved through Application::getPrimaryWindow().

To assign the window, retrieve the Viewport object from the camera, and set its target using the Viewport::setTarget() method.

SPtr<RenderWindow> primaryWindow = gApplication().getPrimaryWindow();

Application is a singleton and its instance can be accessed through Application::instance(), or the helper method gApplication(). All other singletons in the framework follow the same design.

Or alternatively, you can just mark the camera as 'main', which will render to the default render target (in this case, the primary window).


Once the camera has been created we can move and orient it using the SceneObject transform, as explained earlier. For example:

// Move camera to 10 meters height, and 50 meters away from the center
cameraSO->setPosition(Vector3(0f, 10f, 50f));
// Orient the camera so it is looking at the center
cameraSO->lookAt(Vector3(0f, 0f, 0f));

Once set up, any rendered objects in the camera's view will be displayed on the selected render target, which is in this case the primary application window.

You can also customize a variety of parameters that control how will the camera render the objects.

Projection type

All cameras can be in two projection modes: Perspective and Ortographic. They can be changed by calling CCamera::setProjectionType().

Perspective cameras

This mode simulates human vision, where objects farther away appear smaller. This is what you will need for most 3D applications.

Model drawn using the perspective camera


Renders the image without perspective distortion, ensuring objects remain the same size regardless of the distance from camera, essentially "flattening" the image. Useful for 2D applications.

Model drawn using the ortographic camera

Field of view

This is a parameter only relevant for perspective cameras. It controls the horizontal angle of vision - increasing it means the camera essentially has a wider lens. Modify it by calling CCamera::setHorzFOV().

Example of setting the FOV to 90 degrees:


Vertical FOV is automatically determined from the aspect ratio.

Aspect ratio

Aspect ratio allows you to control the ratio of the camera's width and height. It can be set by calling CCamera::setAspectRatio().

Normally you want to set it to the ratio of the render target's width and height, as shown below.

SPtr<RenderWindow> primaryWindow = gApplication().getPrimaryWindow();
auto& windowProps = primaryWindow->getProperties();
float aspectRatio = windowProps.getWidth() / (float)windowProps.getHeight();

But you are also allowed to freely adjust it for different effects.

Ortographic size

This parameter has a similar purpose as field of view, but is used for ortographic cameras instead. It controls the width and height (in world space) of the area covered by the camera. It is set by calling CCamera::setOrthoWindow().

Set up ortographic view that shows 500x500 units of space, along the current orientation axis.

camera->setOrthoWindow(500, 500);

For example, if you are making a 2D game, your world units are most likely pixels. In which case you will want to set the ortographic size to the same size as the render target size (resolution):

SPtr<RenderWindow> primaryWindow = gApplication().getPrimaryWindow();
auto& windowProps = primaryWindow->getProperties();
camera->setOrthoWindow(windowProps.getWidth(), windowProps.getHeight());

Multi-sample anti-aliasing

To achieve higher rendering quality you may enable MSAA per camera. This will ensure that each rendered pixel receives multiple samples which are then averaged to produce the final pixel color. This process reduced aliasing on pixels that have discontinuities, like pixels that are on a boundary between two surfaces. This reduces what are often called "jaggies".

MSAA can be enabled by providing a values of 1, 2, 4 or 8 to CCamera::setMSAACount(). The value determines number of samples per pixel, where 1 means no MSAA. MSAA can be quite performance heavy, and larger MSAA values require proportionally more performance.

// Enable 4X MSAA
MSAA comparison