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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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@@ -410,7 +410,6 @@ void ParticlesEditor::_generate_emission_points() {
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Ref<ImageTexture> tex;
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tex.instance();
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tex->create_from_image(image, Texture::FLAG_FILTER);
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Ref<ParticlesMaterial> material = node->get_process_material();
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ERR_FAIL_COND(material.is_null());
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@@ -440,7 +439,6 @@ void ParticlesEditor::_generate_emission_points() {
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Ref<ImageTexture> tex2;
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tex2.instance();
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tex2->create_from_image(image2, Texture::FLAG_FILTER);
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material->set_emission_normal_texture(tex2);
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} else {
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