godot/doc/classes/CameraTexture.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraTexture" inherits="Texture" category="Core" version="3.2">
<brief_description>
This texture gives access to the camera texture provided by a [CameraFeed].
[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a shader.
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="0">
The ID of the [CameraFeed] for which we want to display the image.
</member>
<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
Convenience property that gives access to the active property of the [CameraFeed].
</member>
<member name="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
</member>
</members>
<constants>
</constants>
</class>