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Texture refactor

-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
This commit is contained in:
Juan Linietsky
2019-06-11 15:43:37 -03:00
parent 9ffe57a10e
commit 3f335ce3d4
287 changed files with 2829 additions and 2540 deletions

View File

@@ -573,7 +573,7 @@ void AbstractPolygon2DEditor::forward_canvas_draw_over_viewport(Control *p_overl
Transform2D xform = canvas_item_editor->get_canvas_transform() * _get_node()->get_global_transform();
// All polygon points are sharp, so use the sharp handle icon
const Ref<Texture> handle = get_icon("EditorPathSharpHandle", "EditorIcons");
const Ref<Texture2D> handle = get_icon("EditorPathSharpHandle", "EditorIcons");
const Vertex active_point = get_active_point();
const int n_polygons = _get_polygon_count();
@@ -661,7 +661,7 @@ void AbstractPolygon2DEditor::forward_canvas_draw_over_viewport(Control *p_overl
if (edge_point.valid()) {
Ref<Texture> add_handle = get_icon("EditorHandleAdd", "EditorIcons");
Ref<Texture2D> add_handle = get_icon("EditorHandleAdd", "EditorIcons");
p_overlay->draw_texture(add_handle, edge_point.pos - add_handle->get_size() * 0.5);
}
}