1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-19 14:31:59 +00:00

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

@@ -384,7 +384,7 @@ void Polygon3DEditor::_polygon_draw() {
imgeom->clear();
imgeom->set_material_override(line_material);
imgeom->begin(Mesh::PRIMITIVE_LINES, Ref<Texture>());
imgeom->begin(Mesh::PRIMITIVE_LINES, Ref<Texture2D>());
Rect2 rect;
@@ -561,7 +561,7 @@ Polygon3DEditor::Polygon3DEditor(EditorNode *p_editor) {
handle_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
handle_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
handle_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
Ref<Texture> handle = editor->get_gui_base()->get_icon("Editor3DHandle", "EditorIcons");
Ref<Texture2D> handle = editor->get_gui_base()->get_icon("Editor3DHandle", "EditorIcons");
handle_material->set_point_size(handle->get_width());
handle_material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, handle);