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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

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