Merge pull request #75751 from KoBeWi/eradicate_ViewportTexture_errors_entirely_and_surely

Prevent errors when using ViewportTexture
This commit is contained in:
Rémi Verschelde
2023-05-08 16:40:10 +02:00
6 changed files with 70 additions and 20 deletions

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@ -500,6 +500,13 @@
Returns [code]true[/code] if the local system is the multiplayer authority of this node.
</description>
</method>
<method name="is_node_ready" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree and all its children are initialized.
[method request_ready] resets it back to [code]false[/code].
</description>
</method>
<method name="is_physics_processing" qualifiers="const">
<return type="bool" />
<description>

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@ -6,7 +6,7 @@
<description>
Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can be used to mix controls, 2D, and 3D elements in the same scene.
To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport.
[b]Note:[/b] When local to scene, this texture uses [method Resource.setup_local_to_scene] to set the proxy texture and flags in the local viewport.
[b]Note:[/b] When local to scene, this texture uses [method Resource.setup_local_to_scene] to set the proxy texture and flags in the local viewport. Local to scene viewport textures will return incorrect data until the scene root is ready (see [signal Node.ready]).
</description>
<tutorials>
<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>