
- get/set whether or not the whole viewport is used
Type:
- boolean
- True = use the whole viewport
- False = don't use the whole viewport

###################### 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)
###################### 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)