Thanks for you answer.
I can't believe I missed that - quite obvious - lock symbol. Still a question about the programmatic behaviour of that though:
I can only define a camera for an OpenGL view. My main purpose will probably be a 2d view usually. I don't seem to be able to construct a camera for a 2d model (perhaps logical, as panning isn't really a thing at least). That also doesn't seem to allow me to lock the 2d view programmatically. Is that correct?
Also: I'm trying the following in 3d to mimic 2d essentially, but it doesn't seem to lock anything?
experiment TUIOtest type: gui autorun: true {
float minimum_cycle_duration <- 0.5 #second;
output {
display view type: 3d background: #yellow axes: false fullscreen: true {
camera 'my_camera' location: #from_above locked: true;
species Square aspect:base position: {0,0} size: {1, 1};
// species Tag aspect:base position: {0,0} size: {1, 1};
}
}
}
About the resolutions: thanks for the pointers. I need to look into how that works with multiple monitors and the mapping on views/displays I guess, but these are problems for later.
--
Auke