godot/doc/classes/CameraTexture.xml
Rémi Verschelde 0e3d625737 doc: Sync classref with current source
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.
2020-02-12 12:37:13 +01:00

27 lines
1.1 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="CameraTexture" inherits="Texture2D" version="4.0">
<brief_description>
Texture provided by a [CameraFeed].
</brief_description>
<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.
</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="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>