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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287 changed files with 2829 additions and 2540 deletions
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@ -49,8 +49,8 @@ class EditorQuickOpen : public ConfirmationDialog {
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void _update_search();
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _parse_fs(EditorFileSystemDirectory *efsd, Vector<Pair<String, Ref<Texture> > > &list);
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Vector<Pair<String, Ref<Texture> > > _sort_fs(Vector<Pair<String, Ref<Texture> > > &list);
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void _parse_fs(EditorFileSystemDirectory *efsd, Vector<Pair<String, Ref<Texture2D> > > &list);
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Vector<Pair<String, Ref<Texture2D> > > _sort_fs(Vector<Pair<String, Ref<Texture2D> > > &list);
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float _path_cmp(String search, String path) const;
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void _confirmed();
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