Documentation
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Overview ¶
A graphics.gd/classdb/ViewportTexture provides the content of a graphics.gd/classdb/Viewport as a dynamic graphics.gd/classdb/Texture2D. This can be used to combine the rendering of graphics.gd/classdb/Control, graphics.gd/classdb/Node2D and graphics.gd/classdb/Node3D nodes. For example, you can use this texture to display a 3D scene inside a graphics.gd/classdb/TextureRect, or a 2D overlay in a graphics.gd/classdb/Sprite3D.
To get a graphics.gd/classdb/ViewportTexture in code, use the graphics.gd/classdb/Viewport.Instance.GetTexture method on the target viewport.
Note: A graphics.gd/classdb/ViewportTexture is always local to its scene (see graphics.gd/classdb/Resource.Instance.ResourceLocalToScene). If the scene root is not ready, it may return incorrect data (see [Instance.OnNode.Ready]).
Note: Instantiating scenes containing a high-resolution graphics.gd/classdb/ViewportTexture may cause noticeable stutter.
Note: When using a graphics.gd/classdb/Viewport with graphics.gd/classdb/Viewport.Instance.UseHdr2d set to true, 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:
package main import "graphics.gd/classdb/Image" func ExampleViewportTexture(img Image.Instance) { img.Convert(Image.FormatRgba8) img.LinearToSrgb() }
Note: Some nodes such as graphics.gd/classdb/Decal, graphics.gd/classdb/Light3D, and graphics.gd/classdb/PointLight2D do not support using graphics.gd/classdb/ViewportTexture directly. To use texture data from a graphics.gd/classdb/ViewportTexture in these nodes, you need to create an graphics.gd/classdb/ImageTexture by calling graphics.gd/classdb/Texture2D.Instance.GetImage on the graphics.gd/classdb/ViewportTexture and passing the result to graphics.gd/classdb/ImageTexture.Instance.CreateFromImage. This conversion is a slow operation, so it should not be performed every frame.
Index ¶
- type Advanced
- type Any
- type Extension
- func (self *Extension[T]) AsObject() [1]gd.Object
- func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
- func (self *Extension[T]) AsResource() Resource.Instance
- func (self *Extension[T]) AsTexture() Texture.Instance
- func (self *Extension[T]) AsTexture2D() Texture2D.Instance
- func (self *Extension[T]) AsViewportTexture() Instance
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsTexture() Texture.Instance
- func (self Instance) AsTexture2D() Texture2D.Instance
- func (self Instance) AsViewportTexture() Instance
- func (self Instance) ID() ID
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetViewportPath(value string)
- func (self Instance) ViewportPath() string
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsTexture2D ¶
func (*Extension[T]) AsViewportTexture ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.ViewportTexture
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted