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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

@@ -59,7 +59,7 @@ void MaterialEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
Ref<Texture> checkerboard = get_icon("Checkerboard", "EditorIcons");
Ref<Texture2D> checkerboard = get_icon("Checkerboard", "EditorIcons");
Size2 size = get_size();
draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
@@ -268,7 +268,7 @@ Ref<Resource> SpatialMaterialConversionPlugin::convert(const Ref<Resource> &p_re
// Texture parameter has to be treated specially since SpatialMaterial saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture> texture = mat->get_texture_by_name(E->get().name);
Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name);
if (texture.is_valid()) {
smat->set_shader_param(E->get().name, texture);
} else {