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Updated Viewports with cull_mask info and post_frame signal
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@@ -80,6 +80,11 @@ or make it the current camera by calling:
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camera.make_current()
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By default, cameras will render all objects in their world. In 3D, cameras can use their
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:ref:`cull_mask <class_Camera_property_cull_mask>` property combined with the
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:ref:`VisualInstance's <class_VisualInstance>` :ref:`layer <class_VisualInstance_property_layers>`
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property to restrict which objects are rendered.
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Scale & stretching
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------------------
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@@ -150,15 +155,10 @@ it using (for example):
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::
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# Let two frames pass to make sure the screen can be captured.
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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# Wait until the frame has finished before getting the texture
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yield(VisualServer, "frame_post_draw")
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# You can get the image after this.
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If the returned image is empty, capture still didn't happen, wait a
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little more, as Godot's rendering API is asynchronous. For a working example of this,
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check out the `Screen Capture example <https://github.com/godotengine/godot-demo-projects/tree/master/viewport/screen_capture>`_ in the demo projects
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Viewport Container
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------------------
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