mirror of
https://github.com/godotengine/godot.git
synced 2024-11-25 13:43:15 +00:00
Merge pull request #60740 from KoBeWi/postapo_frame_draw
This commit is contained in:
commit
38a922a365
@ -75,17 +75,12 @@
|
||||
<return type="ViewportTexture" />
|
||||
<description>
|
||||
Returns the viewport's texture.
|
||||
[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is flipped vertically. You can use [method Image.flip_y] on the result of [method Texture2D.get_image] to flip it back, for example:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
var img = get_viewport().get_texture().get_image()
|
||||
img.flip_y()
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
Image img = GetViewport().GetTexture().GetImage();
|
||||
img.FlipY();
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
[b]Note:[/b] When trying to store the current texture (e.g. in a file), it might be completely black or outdated if used too early, especially when used in e.g. [method Node._ready]. To make sure the texture you get is correct, you can await [signal RenderingServer.frame_post_draw] signal.
|
||||
[codeblock]
|
||||
func _ready():
|
||||
await RenderingServer.frame_post_draw
|
||||
$Viewport.get_texture().get_image().save_png("user://Screenshot.png")
|
||||
[/codeblock]
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_viewport_rid" qualifiers="const">
|
||||
|
Loading…
Reference in New Issue
Block a user