Only allow valid types in Decal, Light3D projector, PointLight2D texture and CSGMesh3D mesh

If an invalid type is supplied (which can still be done from a script),
a warning is printed (along with a workaround for ViewportTexture).

This also adds support for "negative" resource hints such as
"Texture2D,-ViewportTexture" to exclude one or more subclasses
from a class hint.

Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
This commit is contained in:
Hugo Locurcio
2024-02-15 00:26:37 +01:00
committed by Rémi Verschelde
parent 2b7ea6223b
commit 7a04d85ec3
10 changed files with 97 additions and 21 deletions

View File

@ -8,11 +8,12 @@
To get a [ViewportTexture] in code, use the [method Viewport.get_texture] method on the target viewport.
[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member Resource.resource_local_to_scene]). If the scene root is not ready, it may return incorrect data (see [signal Node.ready]).
[b]Note:[/b] Instantiating scenes containing a high-resolution [ViewportTexture] may cause noticeable stutter.
[b]Note:[/b] When using a [Viewport] with [member Viewport.use_hdr_2d] set to [code]true[/code] the returned texture will be an HDR image encoded in linear space. This may look darker than normal when displayed directly on screen. To convert to gamma space, you can do the following:
[b]Note:[/b] When using a [Viewport] with [member Viewport.use_hdr_2d] set to [code]true[/code], the returned texture will be an HDR image encoded in linear space. This may look darker than normal when displayed directly on screen. To convert to gamma space, you can do the following:
[codeblock]
img.convert(Image.FORMAT_RGBA8)
imb.linear_to_srgb()
[/codeblock]
[b]Note:[/b] Some nodes such as [Decal], [Light3D], and [PointLight2D] do not support using [ViewportTexture] directly. To use texture data from a [ViewportTexture] in these nodes, you need to create an [ImageTexture] by calling [method Texture2D.get_image] on the [ViewportTexture] and passing the result to [method ImageTexture.create_from_image]. This conversion is a slow operation, so it should not be performed every frame.
</description>
<tutorials>
<link title="GUI in 3D Viewport Demo">https://godotengine.org/asset-library/asset/2807</link>