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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-04-08 14:26:21 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-04-08 14:26:21 +0200 |
commit | ea668a5db87558939aeb260e530e8b69f87e88dc (patch) | |
tree | 3d6d767e59a1e3be1ac4cc3891fc327f587a6af9 /doc/classes/CameraFeed.xml | |
parent | b80631a3940cf5112a720a7ac2fcf0dfcb548ba9 (diff) | |
download | redot-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.xml | 2 |
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> |