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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

@@ -980,7 +980,7 @@ void Polygon2DEditor::_uv_draw() {
if (!uv_edit->is_visible() || !_get_node())
return;
Ref<Texture> base_tex = node->get_texture();
Ref<Texture2D> base_tex = node->get_texture();
if (base_tex.is_null())
return;
@@ -1050,7 +1050,7 @@ void Polygon2DEditor::_uv_draw() {
}
// All UV points are sharp, so use the sharp handle icon
Ref<Texture> handle = get_icon("EditorPathSharpHandle", "EditorIcons");
Ref<Texture2D> handle = get_icon("EditorPathSharpHandle", "EditorIcons");
Color poly_line_color = Color(0.9, 0.5, 0.5);
if (polygons.size() || polygon_create.size()) {