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

@ -277,7 +277,7 @@ class VisualScriptEditor : public ScriptEditorBase {
void _selected_method(const String &p_method, const String &p_type, const bool p_connecting);
void _draw_color_over_button(Object *obj, Color p_color);
void _button_resource_previewed(const String &p_path, const Ref<Texture> &p_preview, const Ref<Texture> &p_small_preview, Variant p_ud);
void _button_resource_previewed(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, Variant p_ud);
VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node, int p_port_action_output, Set<int> &p_visited_nodes);
@ -298,7 +298,7 @@ public:
virtual Vector<String> get_functions();
virtual void reload_text();
virtual String get_name();
virtual Ref<Texture> get_icon();
virtual Ref<Texture2D> get_icon();
virtual bool is_unsaved();
virtual Variant get_edit_state();
virtual void set_edit_state(const Variant &p_state);