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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@@ -410,8 +410,8 @@ void AnimationNodeBlendSpace2DEditor::_blend_space_draw() {
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Color linecolor_soft = linecolor;
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linecolor_soft.a *= 0.5;
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Ref<Font> font = get_font("font", "Label");
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Ref<Texture> icon = get_icon("KeyValue", "EditorIcons");
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Ref<Texture> icon_selected = get_icon("KeySelected", "EditorIcons");
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Ref<Texture2D> icon = get_icon("KeyValue", "EditorIcons");
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Ref<Texture2D> icon_selected = get_icon("KeySelected", "EditorIcons");
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Size2 s = blend_space_draw->get_size();
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