1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../../../../css/manpage.css" type="text/css" /> 7<title>GetMaxParallax</title> 8 </head> 9 <body> 10<h1><CODE><a href="../../../../nn/Overview.html">nn</a>::<a href="../../../../nn/ulcd/Overview.html">ulcd</a>::<a href="../../../../nn/ulcd/CTR/Overview.html">CTR</a>::<a href="../../../../nn/ulcd/CTR/StereoCamera/Overview.html">StereoCamera</a>::GetMaxParallax</CODE> Member Function</h1> 11<h2>Syntax</h2> 12 <div class="section"> 13 <pre class="definition">#include <nn/ulcd.h> 14 15<a href="../../../../nn_types/f32.html">f32</a> GetMaxParallax( 16 void 17) const; 18</pre> 19 </div> 20<h2>Parameters</h2> 21 <div class="section"> 22<p>None.</p> 23 </div> 24<h2>Return Values</h2> 25<div class="section">Amount of offset required to display an object at the farthest possible distance. </div> 26<h2>Description</h2> 27 <div class="section"> 28<p>Gets the parallax at the farthest possible distance. The parallax is expressed as a ratio of the screen width.</p><!-- write here --><P>It calculates and returns the left/right offset of an object located at infinity as seen by the left and right cameras, relative to the base camera. This offset is expressed as a percentage (<CODE>1.0</CODE>f = 100%). 29</P><P>For example, let's assume you are rendering a distant landscape as a single image. You can make the landscape appear to be at the farthest possible depth by offsetting this image by <CODE>[return value]×[screen width]</CODE> pixels to the left and right. 30</P><P>However, infinity in terms of this function is the distant position that the player senses when a limited parallax is specified by the <CODE>SetLimitParallax</CODE> function. The calculated offset follows the 3D volume values. 31</P><P>When using the application-priority method, you will never exceed the infinity of this function. With the realism-priority method, however, caution is needed because it is possible to apply a parallax that it is greater than the offset that can be derived by this function. 32</P><P>The calculations made by this function are based on the results obtained during the last call to either <CODE>CalculateMatrices</CODE> or <CODE>CalculateMatricesReal</CODE>. 33 </P></div> 34<h2>Revision History</h2> 35 <div class="section"> 36 <dl class="history"> 37 <dt>2010/10/26</dt> 38<dd>Added <B>Description</B>. 39 </dd> 40 <dt>2010/04/02</dt> 41<dd>Initial version.<br /> 42 </dd> 43 </dl> 44 </div> 45 <hr><p>CONFIDENTIAL</p></body> 46</html> 47