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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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@@ -292,7 +292,7 @@ void Particles2DEditorPlugin::_generate_emission_mask() {
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Ref<ImageTexture> imgt;
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imgt.instance();
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imgt->create_from_image(img, 0);
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imgt->create_from_image(img);
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pm->set_emission_point_texture(imgt);
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pm->set_emission_point_count(vpc);
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@@ -314,7 +314,7 @@ void Particles2DEditorPlugin::_generate_emission_mask() {
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img->create(w, h, false, Image::FORMAT_RGBA8, colordata);
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imgt.instance();
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imgt->create_from_image(img, 0);
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imgt->create_from_image(img);
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pm->set_emission_color_texture(imgt);
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}
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@@ -337,7 +337,7 @@ void Particles2DEditorPlugin::_generate_emission_mask() {
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img->create(w, h, false, Image::FORMAT_RGF, normdata);
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imgt.instance();
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imgt->create_from_image(img, 0);
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imgt->create_from_image(img);
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pm->set_emission_normal_texture(imgt);
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} else {
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