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Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
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@@ -118,12 +118,12 @@ Ref<Texture> EditorBitmapPreviewPlugin::generate(const RES& p_from) {
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return Ref<Texture>();
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}
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DVector<uint8_t> data;
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PoolVector<uint8_t> data;
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data.resize(bm->get_size().width*bm->get_size().height);
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{
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DVector<uint8_t>::Write w=data.write();
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PoolVector<uint8_t>::Write w=data.write();
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for(int i=0;i<bm->get_size().width;i++) {
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for(int j=0;j<bm->get_size().height;j++) {
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@@ -193,14 +193,14 @@ Ref<Texture> EditorPackedScenePreviewPlugin::_gen_from_imd(Ref<ResourceImportMet
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Variant tn = p_imd->get_option("thumbnail");
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//print_line(Variant::get_type_name(tn.get_type()));
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DVector<uint8_t> thumbnail = tn;
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PoolVector<uint8_t> thumbnail = tn;
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int len = thumbnail.size();
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if (len==0)
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return Ref<Texture>();
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DVector<uint8_t>::Read r = thumbnail.read();
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PoolVector<uint8_t>::Read r = thumbnail.read();
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Image img(r.ptr(),len);
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if (img.empty())
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@@ -311,10 +311,10 @@ EditorMaterialPreviewPlugin::EditorMaterialPreviewPlugin() {
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int lons=32;
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float radius=1.0;
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DVector<Vector3> vertices;
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DVector<Vector3> normals;
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DVector<Vector2> uvs;
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DVector<float> tangents;
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PoolVector<Vector3> vertices;
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PoolVector<Vector3> normals;
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PoolVector<Vector2> uvs;
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PoolVector<float> tangents;
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Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
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for(int i = 1; i <= lats; i++) {
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@@ -535,15 +535,15 @@ Ref<Texture> EditorSamplePreviewPlugin::generate(const RES& p_from) {
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int thumbnail_size = EditorSettings::get_singleton()->get("filesystem/file_dialog/thumbnail_size");
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thumbnail_size*=EDSCALE;
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DVector<uint8_t> img;
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PoolVector<uint8_t> img;
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int w = thumbnail_size;
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int h = thumbnail_size;
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img.resize(w*h*3);
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DVector<uint8_t>::Write imgdata = img.write();
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PoolVector<uint8_t>::Write imgdata = img.write();
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uint8_t * imgw = imgdata.ptr();
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DVector<uint8_t> data = smp->get_data();
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DVector<uint8_t>::Read sampledata = data.read();
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PoolVector<uint8_t> data = smp->get_data();
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PoolVector<uint8_t>::Read sampledata = data.read();
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const uint8_t *sdata=sampledata.ptr();
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bool stereo = smp->is_stereo();
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@@ -776,7 +776,7 @@ Ref<Texture> EditorSamplePreviewPlugin::generate(const RES& p_from) {
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}
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}
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imgdata = DVector<uint8_t>::Write();
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imgdata = PoolVector<uint8_t>::Write();
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Ref<ImageTexture> ptex = Ref<ImageTexture>( memnew( ImageTexture));
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ptex->create_from_image(Image(w,h,0,Image::FORMAT_RGB8,img),0);
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