A camera feed gives you access to a single physical camera attached to your device.
A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer].
[b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
Returns feed image data type.
Returns the unique ID for this feed.
Returns the camera's name.
Returns the position of camera on the device.
Returns the texture backend ID (usable by some external libraries that need a handle to a texture to write data).
Sets the feed as external feed provided by another library.
Sets the feed format parameters for the given index in the [member formats] array. Returns [code]true[/code] on success. By default YUYV encoded stream is transformed to FEED_RGB. YUYV encoded stream output format can be changed with [param parameters].output value:
[code]separate[/code] will result in FEED_YCBCR_SEP
[code]grayscale[/code] will result in desaturated FEED_RGB
[code]copy[/code] will result in FEED_YCBCR
Sets the camera's name.
Sets the position of this camera.
Sets RGB image for this feed.
Sets YCbCr image for this feed.
If [code]true[/code], the feed is active.
The transform applied to the camera's image.
Formats supported by the feed. Each entry is a [Dictionary] describing format parameters.
Emitted when the format has changed.
Emitted when a new frame is available.
No image set for the feed.
Feed supplies RGB images.
Feed supplies YCbCr images that need to be converted to RGB.
Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
Feed supplies external image.
Unspecified position.
Camera is mounted at the front of the device.
Camera is mounted at the back of the device.