Document Image.save_exr() only being available in editor builds

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Hugo Locurcio 2021-07-21 03:27:50 +02:00
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@ -465,6 +465,7 @@
</argument> </argument>
<description> <description>
Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/code] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module. Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/code] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module.
[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is called from an exported project.
</description> </description>
</method> </method>
<method name="save_png" qualifiers="const"> <method name="save_png" qualifiers="const">