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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-04-08 14:26:21 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2020-04-08 14:26:21 +0200
commitea668a5db87558939aeb260e530e8b69f87e88dc (patch)
tree3d6d767e59a1e3be1ac4cc3891fc327f587a6af9 /doc/classes/CameraFeed.xml
parentb80631a3940cf5112a720a7ac2fcf0dfcb548ba9 (diff)
downloadredot-engine-ea668a5db87558939aeb260e530e8b69f87e88dc.tar.gz
Improve the CameraServer and CameraFeed class documentations
This closes https://github.com/godotengine/godot-docs/issues/3255.
Diffstat (limited to 'doc/classes/CameraFeed.xml')
-rw-r--r--doc/classes/CameraFeed.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/CameraFeed.xml b/doc/classes/CameraFeed.xml
index 3232f5970c..4fc124592f 100644
--- a/doc/classes/CameraFeed.xml
+++ b/doc/classes/CameraFeed.xml
@@ -4,7 +4,7 @@
A camera feed gives you access to a single physical camera attached to your device.
</brief_description>
<description>
- A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used.
+ A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also [CameraServer].
[b]Note:[/b] Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.
</description>
<tutorials>