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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
23 lines
1.4 KiB
XML
23 lines
1.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ViewportTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Texture which displays the content of a [Viewport].
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</brief_description>
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<description>
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Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can be used to mix controls, 2D, and 3D elements in the same scene.
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To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport.
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</description>
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<tutorials>
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<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
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<link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link>
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<link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link>
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<link title="3D Viewport Scaling Demo">https://godotengine.org/asset-library/asset/586</link>
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</tutorials>
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<members>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="true" />
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<member name="viewport_path" type="NodePath" setter="set_viewport_path_in_scene" getter="get_viewport_path_in_scene" default="NodePath("")">
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The path to the [Viewport] node to display. This is relative to the scene root, not to the node which uses the texture.
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</member>
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</members>
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</class>
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