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	We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
		
			
				
	
	
		
			25 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			25 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CameraTexture" inherits="Texture2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		Texture provided by a [CameraFeed].
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	</brief_description>
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	<description>
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		This texture gives access to the camera texture provided by a [CameraFeed].
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		[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a shader.
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	</description>
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	<tutorials>
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	</tutorials>
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	<members>
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		<member name="camera_feed_id" type="int" setter="set_camera_feed_id" getter="get_camera_feed_id" default="0">
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			The ID of the [CameraFeed] for which we want to display the image.
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		</member>
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		<member name="camera_is_active" type="bool" setter="set_camera_active" getter="get_camera_active" default="false">
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			Convenience property that gives access to the active property of the [CameraFeed].
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		</member>
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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="false" />
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		<member name="which_feed" type="int" setter="set_which_feed" getter="get_which_feed" enum="CameraServer.FeedImage" default="0">
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			Which image within the [CameraFeed] we want access to, important if the camera image is split in a Y and CbCr component.
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		</member>
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	</members>
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</class>
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