Documentation
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Overview ¶
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 Viewport.GetTexture method on the target viewport.
Note: A ViewportTexture is always local to its scene (see Resource.ResourceLocalToScene). If the scene root is not ready, it may return incorrect data (see OnNode.Ready).
Note: Instantiating scenes containing a high-resolution ViewportTexture may cause noticeable stutter.
Note: When using a Viewport with Viewport.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 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 Texture2D.GetImage on the ViewportTexture and passing the result to ImageTexture.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
func (Instance) AsResource ¶
func (Instance) AsTexture2D ¶
func (Instance) AsViewportTexture ¶
func (Instance) SetViewportPath ¶
SetViewportPath sets the property returned by [GetViewportPathInScene].
func (Instance) ViewportPath ¶
The path to the Viewport node to display. This is relative to the local scene root (see Resource.GetLocalScene), not to the nodes that use this texture.
Note: 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.