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

@ -98,7 +98,7 @@ void VisualScriptPropertySelector::_update_search() {
List<MethodInfo> methods;
List<PropertyInfo> props;
TreeItem *category = NULL;
Ref<Texture> type_icons[Variant::VARIANT_MAX] = {
Ref<Texture2D> type_icons[Variant::VARIANT_MAX] = {
Control::get_icon("Variant", "EditorIcons"),
Control::get_icon("bool", "EditorIcons"),
Control::get_icon("int", "EditorIcons"),
@ -133,7 +133,7 @@ void VisualScriptPropertySelector::_update_search() {
if (category) {
category->set_text(0, b.replace_first("*", ""));
category->set_selectable(0, false);
Ref<Texture> icon;
Ref<Texture2D> icon;
String rep = b.replace("*", "");
icon = EditorNode::get_singleton()->get_class_icon(rep);
category->set_icon(0, icon);