godot/doc/classes/ViewportTexture.xml
Rémi Verschelde 32ddd4f4e0
Doctool: Remove version attribute from XML header
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).

(cherry picked from commit 81064cc239)
2024-09-11 12:41:48 +02:00

28 lines
1.5 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ViewportTexture" inherits="Texture" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Texture which displays the content of a [Viewport].
</brief_description>
<description>
Displays the content of a [Viewport] node as a dynamic [Texture]. This can be used to mix controls, 2D, and 3D elements in the same scene.
To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport.
</description>
<tutorials>
<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
<link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link>
<link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link>
<link title="3D Viewport Scaling Demo">https://godotengine.org/asset-library/asset/586</link>
</tutorials>
<methods>
</methods>
<members>
<member name="flags" type="int" setter="set_flags" getter="get_flags" overrides="Texture" default="0" />
<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="true" />
<member name="viewport_path" type="NodePath" setter="set_viewport_path_in_scene" getter="get_viewport_path_in_scene" default="NodePath(&quot;&quot;)">
The path to the [Viewport] node to display. This is relative to the scene root, not to the node which uses the texture.
</member>
</members>
<constants>
</constants>
</class>