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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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@@ -2693,8 +2693,7 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubeMap", TTR("Perform the cubic texture lookup."), -1, -1));
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texture_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, -1));
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add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, -1));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubeMapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
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add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
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add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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@@ -2894,7 +2893,7 @@ public:
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void setup(const Ref<VisualShaderNodeInput> &p_input) {
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input = p_input;
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Ref<Texture> type_icon[5] = {
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Ref<Texture2D> type_icon[5] = {
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EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"),
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EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"),
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EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"),
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