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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Viewport" inherits= "Node" category= "Core" version= "3.2" >
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<brief_description >
Creates a sub-view into the screen.
</brief_description>
<description >
A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera 3D nodes will render on it too.
Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports.
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If a viewport is a child of a [ViewportContainer], it will automatically take up its size, otherwise it must be set manually.
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Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
Also, viewports can be assigned to different screens in case the devices have multiple screens.
Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link > https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link>
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</tutorials>
<methods >
<method name= "find_world" qualifiers= "const" >
<return type= "World" >
</return>
<description >
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Returns the 3D world of the viewport, or if none the world of the parent viewport.
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</description>
</method>
<method name= "find_world_2d" qualifiers= "const" >
<return type= "World2D" >
</return>
<description >
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Returns the 2D world of the viewport.
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</description>
</method>
<method name= "get_camera" qualifiers= "const" >
<return type= "Camera" >
</return>
<description >
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Returns the active 3D camera.
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</description>
</method>
<method name= "get_final_transform" qualifiers= "const" >
<return type= "Transform2D" >
</return>
<description >
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Returns the total transform of the viewport.
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</description>
</method>
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<method name= "get_modal_stack_top" qualifiers= "const" >
<return type= "Control" >
</return>
<description >
Returns the topmost modal in the stack.
</description>
</method>
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<method name= "get_mouse_position" qualifiers= "const" >
<return type= "Vector2" >
</return>
<description >
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Returns the mouse position relative to the viewport.
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</description>
</method>
<method name= "get_render_info" >
<return type= "int" >
</return>
<argument index= "0" name= "info" type= "int" enum= "Viewport.RenderInfo" >
</argument>
<description >
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Returns information about the viewport from the rendering pipeline.
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</description>
</method>
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<method name= "get_shadow_atlas_quadrant_subdiv" qualifiers= "const" >
<return type= "int" enum= "Viewport.ShadowAtlasQuadrantSubdiv" >
</return>
<argument index= "0" name= "quadrant" type= "int" >
</argument>
<description >
</description>
</method>
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<method name= "get_size_override" qualifiers= "const" >
<return type= "Vector2" >
</return>
<description >
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Returns the size override set with [method set_size_override].
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</description>
</method>
<method name= "get_texture" qualifiers= "const" >
<return type= "ViewportTexture" >
</return>
<description >
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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 Texture.get_data] to flip it back, for example:
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[codeblock]
var img = get_viewport().get_texture().get_data()
img.flip_y()
[/codeblock]
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</description>
</method>
<method name= "get_viewport_rid" qualifiers= "const" >
<return type= "RID" >
</return>
<description >
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Returns the viewport's RID from the [VisualServer].
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</description>
</method>
<method name= "get_visible_rect" qualifiers= "const" >
<return type= "Rect2" >
</return>
<description >
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Returns the visible rectangle in global screen coordinates.
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</description>
</method>
<method name= "gui_get_drag_data" qualifiers= "const" >
<return type= "Variant" >
</return>
<description >
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Returns the drag data from the GUI, that was previously returned by [method Control.get_drag_data].
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</description>
</method>
<method name= "gui_has_modal_stack" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if there are visible modals on-screen.
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</description>
</method>
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<method name= "gui_is_dragging" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
</description>
</method>
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<method name= "input" >
<return type= "void" >
</return>
<argument index= "0" name= "local_event" type= "InputEvent" >
</argument>
<description >
</description>
</method>
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<method name= "is_input_handled" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
</description>
</method>
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<method name= "is_size_override_enabled" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if the size override is enabled. See [method set_size_override].
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</description>
</method>
<method name= "set_attach_to_screen_rect" >
<return type= "void" >
</return>
<argument index= "0" name= "rect" type= "Rect2" >
</argument>
<description >
</description>
</method>
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<method name= "set_input_as_handled" >
<return type= "void" >
</return>
<description >
</description>
</method>
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<method name= "set_shadow_atlas_quadrant_subdiv" >
<return type= "void" >
</return>
<argument index= "0" name= "quadrant" type= "int" >
</argument>
<argument index= "1" name= "subdiv" type= "int" enum= "Viewport.ShadowAtlasQuadrantSubdiv" >
</argument>
<description >
</description>
</method>
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<method name= "set_size_override" >
<return type= "void" >
</return>
<argument index= "0" name= "enable" type= "bool" >
</argument>
<argument index= "1" name= "size" type= "Vector2" default= "Vector2( -1, -1 )" >
</argument>
<argument index= "2" name= "margin" type= "Vector2" default= "Vector2( 0, 0 )" >
</argument>
<description >
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Sets the size override of the viewport. If the [code]enable[/code] parameter is [code]true[/code] the override is used, otherwise it uses the default size. If the size parameter is [code](-1, -1)[/code], it won't update the size.
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</description>
</method>
<method name= "unhandled_input" >
<return type= "void" >
</return>
<argument index= "0" name= "local_event" type= "InputEvent" >
</argument>
<description >
</description>
</method>
<method name= "update_worlds" >
<return type= "void" >
</return>
<description >
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Forces update of the 2D and 3D worlds.
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</description>
</method>
<method name= "warp_mouse" >
<return type= "void" >
</return>
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<argument index= "0" name= "to_position" type= "Vector2" >
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</argument>
<description >
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Warps the mouse to a position relative to the viewport.
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</description>
</method>
</methods>
<members >
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<member name= "arvr" type= "bool" setter= "set_use_arvr" getter= "use_arvr" default= "false" >
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If [code]true[/code], the viewport will be used in AR/VR process.
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</member>
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<member name= "audio_listener_enable_2d" type= "bool" setter= "set_as_audio_listener_2d" getter= "is_audio_listener_2d" default= "false" >
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If [code]true[/code], the viewport will process 2D audio streams.
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</member>
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<member name= "audio_listener_enable_3d" type= "bool" setter= "set_as_audio_listener" getter= "is_audio_listener" default= "false" >
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If [code]true[/code], the viewport will process 3D audio streams.
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</member>
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<member name= "canvas_transform" type= "Transform2D" setter= "set_canvas_transform" getter= "get_canvas_transform" >
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The canvas transform of the viewport, useful for changing the on-screen positions of all child [CanvasItem]s. This is relative to the global canvas transform of the viewport.
</member>
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<member name= "debug_draw" type= "int" setter= "set_debug_draw" getter= "get_debug_draw" enum= "Viewport.DebugDraw" default= "0" >
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The overlay mode for test rendered geometry in debug purposes.
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</member>
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<member name= "disable_3d" type= "bool" setter= "set_disable_3d" getter= "is_3d_disabled" default= "false" >
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If [code]true[/code], the viewport will disable 3D rendering. For actual disabling use [code]usage[/code].
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</member>
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<member name= "global_canvas_transform" type= "Transform2D" setter= "set_global_canvas_transform" getter= "get_global_canvas_transform" >
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The global canvas transform of the viewport. The canvas transform is relative to this.
</member>
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<member name= "gui_disable_input" type= "bool" setter= "set_disable_input" getter= "is_input_disabled" default= "false" >
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If [code]true[/code], the viewport will not receive input event.
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</member>
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<member name= "gui_snap_controls_to_pixels" type= "bool" setter= "set_snap_controls_to_pixels" getter= "is_snap_controls_to_pixels_enabled" default= "true" >
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If [code]true[/code], the GUI controls on the viewport will lay pixel perfectly.
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</member>
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<member name= "handle_input_locally" type= "bool" setter= "set_handle_input_locally" getter= "is_handling_input_locally" default= "true" >
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</member>
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<member name= "hdr" type= "bool" setter= "set_hdr" getter= "get_hdr" default= "true" >
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If [code]true[/code], the viewport rendering will receive benefits from High Dynamic Range algorithm.
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</member>
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<member name= "keep_3d_linear" type= "bool" setter= "set_keep_3d_linear" getter= "get_keep_3d_linear" default= "false" >
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If [code]true[/code], the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output.
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</member>
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<member name= "msaa" type= "int" setter= "set_msaa" getter= "get_msaa" enum= "Viewport.MSAA" default= "0" >
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The multisample anti-aliasing mode.
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</member>
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<member name= "own_world" type= "bool" setter= "set_use_own_world" getter= "is_using_own_world" default= "false" >
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If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property.
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</member>
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<member name= "physics_object_picking" type= "bool" setter= "set_physics_object_picking" getter= "get_physics_object_picking" default= "false" >
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If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
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</member>
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<member name= "render_direct_to_screen" type= "bool" setter= "set_use_render_direct_to_screen" getter= "is_using_render_direct_to_screen" default= "false" >
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If [code]true[/code], renders the Viewport directly to the screen instead of to the root viewport. Only available in GLES2. This is a low-level optimization and should not be used in most cases. If used, reading from the Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more information see [method VisualServer.viewport_set_render_direct_to_screen].
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</member>
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<member name= "render_target_clear_mode" type= "int" setter= "set_clear_mode" getter= "get_clear_mode" enum= "Viewport.ClearMode" default= "0" >
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The clear mode when viewport used as a render target.
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</member>
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<member name= "render_target_update_mode" type= "int" setter= "set_update_mode" getter= "get_update_mode" enum= "Viewport.UpdateMode" default= "2" >
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The update mode when viewport used as a render target.
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</member>
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<member name= "render_target_v_flip" type= "bool" setter= "set_vflip" getter= "get_vflip" default= "false" >
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If [code]true[/code], the result of rendering will be flipped vertically.
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</member>
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<member name= "shadow_atlas_quad_0" type= "int" setter= "set_shadow_atlas_quadrant_subdiv" getter= "get_shadow_atlas_quadrant_subdiv" enum= "Viewport.ShadowAtlasQuadrantSubdiv" default= "2" >
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The subdivision amount of first quadrant on shadow atlas.
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</member>
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<member name= "shadow_atlas_quad_1" type= "int" setter= "set_shadow_atlas_quadrant_subdiv" getter= "get_shadow_atlas_quadrant_subdiv" enum= "Viewport.ShadowAtlasQuadrantSubdiv" default= "2" >
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The subdivision amount of second quadrant on shadow atlas.
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</member>
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<member name= "shadow_atlas_quad_2" type= "int" setter= "set_shadow_atlas_quadrant_subdiv" getter= "get_shadow_atlas_quadrant_subdiv" enum= "Viewport.ShadowAtlasQuadrantSubdiv" default= "3" >
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The subdivision amount of third quadrant on shadow atlas.
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</member>
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<member name= "shadow_atlas_quad_3" type= "int" setter= "set_shadow_atlas_quadrant_subdiv" getter= "get_shadow_atlas_quadrant_subdiv" enum= "Viewport.ShadowAtlasQuadrantSubdiv" default= "4" >
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The subdivision amount of fourth quadrant on shadow atlas.
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</member>
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<member name= "shadow_atlas_size" type= "int" setter= "set_shadow_atlas_size" getter= "get_shadow_atlas_size" default= "0" >
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The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually.
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</member>
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<member name= "size" type= "Vector2" setter= "set_size" getter= "get_size" default= "Vector2( 0, 0 )" >
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The width and height of viewport.
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</member>
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<member name= "size_override_stretch" type= "bool" setter= "set_size_override_stretch" getter= "is_size_override_stretch_enabled" default= "false" >
If [code]true[/code], the size override affects stretch as well.
</member>
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<member name= "transparent_bg" type= "bool" setter= "set_transparent_background" getter= "has_transparent_background" default= "false" >
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If [code]true[/code], the viewport should render its background as transparent.
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</member>
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<member name= "usage" type= "int" setter= "set_usage" getter= "get_usage" enum= "Viewport.Usage" default= "2" >
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The rendering mode of viewport.
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</member>
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<member name= "world" type= "World" setter= "set_world" getter= "get_world" >
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The custom [World] which can be used as 3D environment source.
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</member>
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<member name= "world_2d" type= "World2D" setter= "set_world_2d" getter= "get_world_2d" >
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The custom [World2D] which can be used as 2D environment source.
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</member>
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</members>
<signals >
<signal name= "size_changed" >
<description >
Emitted when the size of the viewport is changed, whether by [method set_size_override], resize of window, or some other means.
</description>
</signal>
</signals>
<constants >
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<constant name= "UPDATE_DISABLED" value= "0" enum= "UpdateMode" >
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Do not update the render target.
</constant>
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<constant name= "UPDATE_ONCE" value= "1" enum= "UpdateMode" >
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Update the render target once, then switch to [constant UPDATE_DISABLED].
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</constant>
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<constant name= "UPDATE_WHEN_VISIBLE" value= "2" enum= "UpdateMode" >
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Update the render target only when it is visible. This is the default value.
</constant>
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<constant name= "UPDATE_ALWAYS" value= "3" enum= "UpdateMode" >
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Always update the render target.
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</constant>
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<constant name= "SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED" value= "0" enum= "ShadowAtlasQuadrantSubdiv" >
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</constant>
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<constant name= "SHADOW_ATLAS_QUADRANT_SUBDIV_1" value= "1" enum= "ShadowAtlasQuadrantSubdiv" >
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</constant>
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<constant name= "SHADOW_ATLAS_QUADRANT_SUBDIV_4" value= "2" enum= "ShadowAtlasQuadrantSubdiv" >
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</constant>
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<constant name= "SHADOW_ATLAS_QUADRANT_SUBDIV_16" value= "3" enum= "ShadowAtlasQuadrantSubdiv" >
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</constant>
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<constant name= "SHADOW_ATLAS_QUADRANT_SUBDIV_64" value= "4" enum= "ShadowAtlasQuadrantSubdiv" >
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</constant>
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<constant name= "SHADOW_ATLAS_QUADRANT_SUBDIV_256" value= "5" enum= "ShadowAtlasQuadrantSubdiv" >
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</constant>
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<constant name= "SHADOW_ATLAS_QUADRANT_SUBDIV_1024" value= "6" enum= "ShadowAtlasQuadrantSubdiv" >
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</constant>
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<constant name= "SHADOW_ATLAS_QUADRANT_SUBDIV_MAX" value= "7" enum= "ShadowAtlasQuadrantSubdiv" >
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Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum.
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</constant>
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<constant name= "RENDER_INFO_OBJECTS_IN_FRAME" value= "0" enum= "RenderInfo" >
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Amount of objects in frame.
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</constant>
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<constant name= "RENDER_INFO_VERTICES_IN_FRAME" value= "1" enum= "RenderInfo" >
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Amount of vertices in frame.
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</constant>
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<constant name= "RENDER_INFO_MATERIAL_CHANGES_IN_FRAME" value= "2" enum= "RenderInfo" >
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Amount of material changes in frame.
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</constant>
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<constant name= "RENDER_INFO_SHADER_CHANGES_IN_FRAME" value= "3" enum= "RenderInfo" >
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Amount of shader changes in frame.
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</constant>
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<constant name= "RENDER_INFO_SURFACE_CHANGES_IN_FRAME" value= "4" enum= "RenderInfo" >
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Amount of surface changes in frame.
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</constant>
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<constant name= "RENDER_INFO_DRAW_CALLS_IN_FRAME" value= "5" enum= "RenderInfo" >
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Amount of draw calls in frame.
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</constant>
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<constant name= "RENDER_INFO_MAX" value= "6" enum= "RenderInfo" >
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Represents the size of the [enum RenderInfo] enum.
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</constant>
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<constant name= "DEBUG_DRAW_DISABLED" value= "0" enum= "DebugDraw" >
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Objects are displayed normally.
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</constant>
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<constant name= "DEBUG_DRAW_UNSHADED" value= "1" enum= "DebugDraw" >
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Objects are displayed without light information.
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</constant>
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<constant name= "DEBUG_DRAW_OVERDRAW" value= "2" enum= "DebugDraw" >
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Objected are displayed semi-transparent with additive blending so you can see where they intersect.
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</constant>
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<constant name= "DEBUG_DRAW_WIREFRAME" value= "3" enum= "DebugDraw" >
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Objects are displayed in wireframe style.
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</constant>
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<constant name= "MSAA_DISABLED" value= "0" enum= "MSAA" >
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Multisample anti-aliasing mode disabled. This is the default value.
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</constant>
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<constant name= "MSAA_2X" value= "1" enum= "MSAA" >
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</constant>
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<constant name= "MSAA_4X" value= "2" enum= "MSAA" >
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</constant>
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<constant name= "MSAA_8X" value= "3" enum= "MSAA" >
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</constant>
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<constant name= "MSAA_16X" value= "4" enum= "MSAA" >
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</constant>
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<constant name= "USAGE_2D" value= "0" enum= "Usage" >
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</constant>
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<constant name= "USAGE_2D_NO_SAMPLING" value= "1" enum= "Usage" >
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</constant>
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<constant name= "USAGE_3D" value= "2" enum= "Usage" >
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</constant>
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<constant name= "USAGE_3D_NO_EFFECTS" value= "3" enum= "Usage" >
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</constant>
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<constant name= "CLEAR_MODE_ALWAYS" value= "0" enum= "ClearMode" >
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Always clear the render target before drawing.
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</constant>
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<constant name= "CLEAR_MODE_NEVER" value= "1" enum= "ClearMode" >
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Never clear the render target.
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</constant>
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<constant name= "CLEAR_MODE_ONLY_NEXT_FRAME" value= "2" enum= "ClearMode" >
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Clear the render target next frame, then switch to [constant CLEAR_MODE_NEVER].
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</constant>
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</constants>
</class>