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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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@@ -785,7 +785,7 @@ protected:
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public:
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void create_material(const String &p_name, const Color &p_color, bool p_billboard = false, bool p_on_top = false, bool p_use_vertex_color = false);
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void create_icon_material(const String &p_name, const Ref<Texture> &p_texture, bool p_on_top = false, const Color &p_albedo = Color(1, 1, 1, 1));
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void create_icon_material(const String &p_name, const Ref<Texture2D> &p_texture, bool p_on_top = false, const Color &p_albedo = Color(1, 1, 1, 1));
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void create_handle_material(const String &p_name, bool p_billboard = false);
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void add_material(const String &p_name, Ref<SpatialMaterial> p_material);
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