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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

@@ -468,7 +468,7 @@ void TileMapEditor::_update_palette() {
palette->add_item(String());
}
Ref<Texture> tex = tileset->tile_get_texture(entries[i].id);
Ref<Texture2D> tex = tileset->tile_get_texture(entries[i].id);
if (tex.is_valid()) {
Rect2 region = tileset->tile_get_region(entries[i].id);
@@ -528,7 +528,7 @@ void TileMapEditor::_update_palette() {
};
entries2.sort_custom<SwapComparator>();
Ref<Texture> tex = tileset->tile_get_texture(sel_tile);
Ref<Texture2D> tex = tileset->tile_get_texture(sel_tile);
for (int i = 0; i < entries2.size(); i++) {
@@ -761,7 +761,7 @@ void TileMapEditor::_erase_selection() {
void TileMapEditor::_draw_cell(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i &p_autotile_coord, const Transform2D &p_xform) {
Ref<Texture> t = node->get_tileset()->tile_get_texture(p_cell);
Ref<Texture2D> t = node->get_tileset()->tile_get_texture(p_cell);
if (t.is_null())
return;