mirror of
https://github.com/godotengine/godot
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0e3d625737
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
27 lines
1.1 KiB
XML
27 lines
1.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CameraTexture" inherits="Texture2D" version="4.0">
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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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<methods>
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</methods>
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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="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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<constants>
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</constants>
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</class>
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