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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

@@ -46,7 +46,7 @@ void TextureEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
Ref<Texture> checkerboard = get_icon("Checkerboard", "EditorIcons");
Ref<Texture2D> checkerboard = get_icon("Checkerboard", "EditorIcons");
Size2 size = get_size();
draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
@@ -110,7 +110,7 @@ void TextureEditor::_changed_callback(Object *p_changed, const char *p_prop) {
update();
}
void TextureEditor::edit(Ref<Texture> p_texture) {
void TextureEditor::edit(Ref<Texture2D> p_texture) {
if (!texture.is_null())
texture->remove_change_receptor(this);
@@ -148,11 +148,11 @@ bool EditorInspectorPluginTexture::can_handle(Object *p_object) {
void EditorInspectorPluginTexture::parse_begin(Object *p_object) {
Texture *texture = Object::cast_to<Texture>(p_object);
Texture2D *texture = Object::cast_to<Texture2D>(p_object);
if (!texture) {
return;
}
Ref<Texture> m(texture);
Ref<Texture2D> m(texture);
TextureEditor *editor = memnew(TextureEditor);
editor->edit(m);