|
@@ -80,6 +80,11 @@ or make it the current camera by calling:
|
|
|
|
|
|
camera.make_current()
|
|
|
|
|
|
+By default, cameras will render all objects in their world. In 3D, cameras can use their
|
|
|
+:ref:`cull_mask <class_Camera_property_cull_mask>` property combined with the
|
|
|
+:ref:`VisualInstance's <class_VisualInstance>` :ref:`layer <class_VisualInstance_property_layers>`
|
|
|
+property to restrict which objects are rendered.
|
|
|
+
|
|
|
Scale & stretching
|
|
|
------------------
|
|
|
|
|
@@ -150,15 +155,10 @@ it using (for example):
|
|
|
|
|
|
::
|
|
|
|
|
|
- # Let two frames pass to make sure the screen can be captured.
|
|
|
- yield(get_tree(), "idle_frame")
|
|
|
- yield(get_tree(), "idle_frame")
|
|
|
+ # Wait until the frame has finished before getting the texture
|
|
|
+ yield(VisualServer, "frame_post_draw")
|
|
|
# You can get the image after this.
|
|
|
|
|
|
-If the returned image is empty, capture still didn't happen, wait a
|
|
|
-little more, as Godot's rendering API is asynchronous. For a working example of this,
|
|
|
-check out the `Screen Capture example <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/screen_capture>`_ in the demo projects
|
|
|
-
|
|
|
Viewport Container
|
|
|
------------------
|
|
|
|