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