diff --git a/include/SDL3/SDL_camera.h b/include/SDL3/SDL_camera.h index 4ea75908ae..162c4cf64f 100644 --- a/include/SDL3/SDL_camera.h +++ b/include/SDL3/SDL_camera.h @@ -28,6 +28,22 @@ * devices can be enumerated, queried, and opened. Once opened, it will * provide SDL_Surface objects as new frames of video come in. These surfaces * can be uploaded to an SDL_Texture or processed as pixels in memory. + * + * ## Camera gotchas + * + * Consumer-level camera hardware tends to take a little while to warm up, + * once the device has been opened. Generally most camera apps have some sort + * of UI to take a picture (a button to snap a pic while a preview is showing, + * some sort of multi-second countdown for the user to pose, like a photo + * booth), which puts control in the users' hands, or they are intended to + * stay on for long times (Pokemon Go, etc). + * + * It's not uncommon that a newly-opened camera will provide a couple of + * completely black frames, maybe followed by some under-exposed images. + * If taking single frame automatically, or recording video from a camera's + * input without the user initiating it from a preview, it could be wise + * to drop the first several frames (if not the first several _seconds_ worth + * of frames!) before using images from a camera. */ #ifndef SDL_camera_h_