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