godotengine/doc/classes/ViewportTexture.xml
Hugo Locurcio 7a04d85ec3
Only allow valid types in Decal, Light3D projector, PointLight2D texture and CSGMesh3D mesh
If an invalid type is supplied (which can still be done from a script),
a warning is printed (along with a workaround for ViewportTexture).

This also adds support for "negative" resource hints such as
"Texture2D,-ViewportTexture" to exclude one or more subclasses
from a class hint.

Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2024-12-17 20:41:12 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ViewportTexture" inherits="Texture2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Provides the content of a [Viewport] as a dynamic texture.
</brief_description>
<description>
A [ViewportTexture] provides the content of a [Viewport] as a dynamic [Texture2D]. This can be used to combine the rendering of [Control], [Node2D] and [Node3D] nodes. For example, you can use this texture to display a 3D scene inside a [TextureRect], or a 2D overlay in a [Sprite3D].
To get a [ViewportTexture] in code, use the [method Viewport.get_texture] method on the target viewport.
[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member Resource.resource_local_to_scene]). If the scene root is not ready, it may return incorrect data (see [signal Node.ready]).
[b]Note:[/b] Instantiating scenes containing a high-resolution [ViewportTexture] may cause noticeable stutter.
[b]Note:[/b] When using a [Viewport] with [member Viewport.use_hdr_2d] set to [code]true[/code], the returned texture will be an HDR image encoded in linear space. This may look darker than normal when displayed directly on screen. To convert to gamma space, you can do the following:
[codeblock]
img.convert(Image.FORMAT_RGBA8)
imb.linear_to_srgb()
[/codeblock]
[b]Note:[/b] Some nodes such as [Decal], [Light3D], and [PointLight2D] do not support using [ViewportTexture] directly. To use texture data from a [ViewportTexture] in these nodes, you need to create an [ImageTexture] by calling [method Texture2D.get_image] on the [ViewportTexture] and passing the result to [method ImageTexture.create_from_image]. This conversion is a slow operation, so it should not be performed every frame.
</description>
<tutorials>
<link title="GUI in 3D Viewport Demo">https://godotengine.org/asset-library/asset/2807</link>
<link title="3D in 2D Viewport Demo">https://godotengine.org/asset-library/asset/2804</link>
<link title="2D in 3D Viewport Demo">https://godotengine.org/asset-library/asset/2803</link>
<link title="3D Resolution Scaling Demo">https://godotengine.org/asset-library/asset/2805</link>
</tutorials>
<members>
<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 local scene root (see [method Resource.get_local_scene]), [b]not[/b] to the nodes that use this texture.
[b]Note:[/b] In the editor, this path is automatically updated when the target viewport or one of its ancestors is renamed or moved. At runtime, this path may not automatically update if the scene root cannot be found.
</member>
</members>
</class>