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

@ -58,7 +58,7 @@ String ResourceImporterTextureAtlas::get_save_extension() const {
String ResourceImporterTextureAtlas::get_resource_type() const {
return "Texture";
return "Texture2D";
}
bool ResourceImporterTextureAtlas::get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const {
@ -313,7 +313,7 @@ Error ResourceImporterTextureAtlas::import_group_file(const String &p_group_file
new_atlas->save_png(p_group_file);
//update cache if existing, else create
Ref<Texture> cache;
Ref<Texture2D> cache;
if (ResourceCache::has(p_group_file)) {
Resource *resptr = ResourceCache::get(p_group_file);
cache.reference_ptr(resptr);
@ -331,7 +331,7 @@ Error ResourceImporterTextureAtlas::import_group_file(const String &p_group_file
PackData &pack_data = pack_data_files.write[idx];
Ref<Texture> texture;
Ref<Texture2D> texture;
if (!pack_data.is_mesh) {
Vector2 offset = charts[pack_data.chart_pieces[0]].vertices[0] + charts[pack_data.chart_pieces[0]].final_offset;