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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@@ -1477,7 +1477,7 @@ String EditorExportPlatformPC::get_os_name() const {
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return os_name;
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}
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Ref<Texture> EditorExportPlatformPC::get_logo() const {
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Ref<Texture2D> EditorExportPlatformPC::get_logo() const {
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return logo;
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}
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@@ -1629,7 +1629,7 @@ void EditorExportPlatformPC::set_os_name(const String &p_name) {
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os_name = p_name;
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}
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void EditorExportPlatformPC::set_logo(const Ref<Texture> &p_logo) {
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void EditorExportPlatformPC::set_logo(const Ref<Texture2D> &p_logo) {
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logo = p_logo;
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}
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