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-Added proper access to depth texture from shader

-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
This commit is contained in:
Juan Linietsky
2017-06-07 18:18:55 -03:00
parent 5f5d629c8a
commit 5bf810b5db
27 changed files with 590 additions and 550 deletions

View File

@@ -330,13 +330,13 @@ private:
bool grid_enable[3]; //should be always visible if true
bool grid_enabled;
Ref<Mesh> move_gizmo[3], rotate_gizmo[3];
Ref<ArrayMesh> move_gizmo[3], rotate_gizmo[3];
Ref<SpatialMaterial> gizmo_color[3];
Ref<SpatialMaterial> gizmo_hl;
int over_gizmo_handle;
Ref<Mesh> selection_box;
Ref<ArrayMesh> selection_box;
RID indicators;
RID indicators_instance;
RID cursor_mesh;
@@ -472,8 +472,8 @@ public:
float get_rotate_snap() const { return snap_rotate->get_text().to_double(); }
float get_scale_snap() const { return snap_scale->get_text().to_double(); }
Ref<Mesh> get_move_gizmo(int idx) const { return move_gizmo[idx]; }
Ref<Mesh> get_rotate_gizmo(int idx) const { return rotate_gizmo[idx]; }
Ref<ArrayMesh> get_move_gizmo(int idx) const { return move_gizmo[idx]; }
Ref<ArrayMesh> get_rotate_gizmo(int idx) const { return rotate_gizmo[idx]; }
void update_transform_gizmo();