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

@ -112,7 +112,7 @@ public:
String name;
Ref<Script> script;
Ref<Texture> icon;
Ref<Texture2D> icon;
};
struct EditedScene {
@ -178,7 +178,7 @@ public:
void save_editor_global_states();
void restore_editor_global_states();
void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture> &p_icon);
void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
Object *instance_custom_type(const String &p_type, const String &p_inherits);
void remove_custom_type(const String &p_type);
const Map<String, Vector<CustomType> > &get_custom_types() const { return custom_types; }