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Home/ Questions/Q 7634425
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T07:10:12+00:00 2026-05-31T07:10:12+00:00

I’m looking for a way to create a second view from the top of

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I’m looking for a way to create a second view from the top of my current 3D scene. I would like to do this as easy as possible. The basic idea is that you have a subwindow that will display a top view of the setting.

I’ve looked into subwindows in openGL but the problem is you have to redraw everything (basically ending up with 2 scene’s with different angle = not good). Also because this will be used in a 3D game called “tower box stacking” (you have to place boxes on top of each other and make a high tower) its impossible to use the subwindows way to do it (since you would get 2 scenes with different blocks/locations/actions/…)

So how can I add a “second camera” to my current scene and then position it on top.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-31T07:10:13+00:00Added an answer on May 31, 2026 at 7:10 am

    I’ve looked into subwindows in openGL but the problem is you have to redraw everything (basically ending up with 2 scene’s with different angle = not good)

    This is actually the one and only way to do this with OpenGL.

    So how can I add a “second camera” to my current scene and then position it on top.

    OpenGL doesn’t have cameras. It doesn’t even have a scene. OpenGL merely draws very simple shapes: Points, Lines and Triangles. Above that OpenGL has no understanding of geometry or complex scenes.

    Scene management is up to you and drawing multiple views of a scene is up to be implemented by you.


    Update: Pseudocode

    draw_scene:
        for o in objects:
            glPushMatrix()
            glMultMatrix(o.transform)
            o.draw()
            glPopMatrix()
    
    render_main_view:
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glFrustum(...)
    
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
    
        glMultMatrix(main_camera_transform)
    
    render_secondary_view:
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glFrustum(...)
    
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
    
        glMultMatrix(secondary_camera_transform)
    
    scissor_viewport(x,y,w,h)
        glScissor(x,y,w,h)
        glViewport(x,y,w,h)
    
    render:
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    
        glEnable(GL_SCISSOR_TEST)
        scissor_viewport(main_viewport.x,main_viewport.y,main_viewport.w,main_viewport.h)
        render_main_view()
    
        glClear(GL_DEPTH_BUFFER_BIT)
        scissor_viewport(secondary_viewport.x,secondary_viewport.y,secondary_viewport.w,secondary_viewport.h)
        render_secondary_view()
    
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