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https://github.com/godotengine/godot
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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
24 lines
1.3 KiB
XML
24 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CameraTexture" inherits="Texture2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Texture provided by a [CameraFeed].
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</brief_description>
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<description>
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This texture gives access to the camera texture provided by a [CameraFeed].
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[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a shader.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="0">
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The ID of the [CameraFeed] for which we want to display the image.
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</member>
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<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
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Convenience property that gives access to the active property of the [CameraFeed].
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</member>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
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<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
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Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
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</member>
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</members>
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</class>
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