ImageViewport: whole

whole
  • get/set whether or not the whole viewport is used

Type: 

  • boolean
  • True = use the whole viewport
  • False = don't use the whole viewport
Sample Code

###################### get if the whole viewport is used

# import bge module
import bge

# get current scene
scene = bge.logic.getCurrentScene()

# get list of objects in scene
objList = scene.objects

# get object to render to
# my object is named Security_Monitor
obj = objList["Security_Monitor"]

# get the Security_Monitor material ID
# Name of my render material is Screen
matID = bge.texture.materialID(obj, "MAScreen")

# get the texture
viewport_texture = bge.texture.Texture(obj, matID)

# get the texture image
viewport_texture.source = bge.texture.ImageViewport()

# get if the whole viewport is used
status = viewport_texture.source.whole

# save as an object property
obj["image_viewport"] = viewport_texture

# update texture
viewport_texture.refresh(True)

Sample Code

###################### set if the whole viewport is used

# import bge module
import bge

# get current scene
scene = bge.logic.getCurrentScene()

# get list of objects in scene
objList = scene.objects

# get object to render to
# my object is named Security_Monitor
obj = objList["Security_Monitor"]

# get the Security_Monitor material ID
# Name of my render material is Screen
matID = bge.texture.materialID(obj, "MAScreen")

# set the texture
viewport_texture = bge.texture.Texture(obj, matID)

# get the texture image
viewport_texture.source = bge.texture.ImageViewport()

# use the whole viewport
viewport_texture.source.whole = True

# save as an object property
obj["image_viewport"] = viewport_texture

# update texture
viewport_texture.refresh(True)