godot/doc/classes/CameraTexture.xml
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00

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XML

<?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]. Note that 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">
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">
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">
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>