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