ba177ccaec
- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
29 lines
1.3 KiB
XML
29 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CameraTexture" inherits="Texture" category="Core" version="3.2">
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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="flags" type="int" setter="set_flags" getter="get_flags" override="true" default="0" />
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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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