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

@ -205,7 +205,7 @@ bool SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {
item->set_collapsed(true);
}
Ref<Texture> icon = EditorNode::get_singleton()->get_object_icon(p_node, "Node");
Ref<Texture2D> icon = EditorNode::get_singleton()->get_object_icon(p_node, "Node");
item->set_icon(0, icon);
item->set_metadata(0, p_node->get_path());
@ -929,7 +929,7 @@ Variant SceneTreeEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from
return Variant(); //not editable tree
Vector<Node *> selected;
Vector<Ref<Texture> > icons;
Vector<Ref<Texture2D> > icons;
TreeItem *next = tree->get_next_selected(NULL);
while (next) {