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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@@ -154,16 +154,11 @@ RES ResourceFormatPVR::load(const String &p_path, const String &p_original_path,
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w.release();
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int tex_flags = Texture::FLAG_FILTER | Texture::FLAG_REPEAT;
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if (mipmaps)
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tex_flags |= Texture::FLAG_MIPMAPS;
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Ref<Image> image = memnew(Image(width, height, mipmaps, format, data));
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ERR_FAIL_COND_V(image->empty(), RES());
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Ref<ImageTexture> texture = memnew(ImageTexture);
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texture->create_from_image(image, tex_flags);
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texture->create_from_image(image);
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if (r_error)
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*r_error = OK;
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@@ -177,12 +172,12 @@ void ResourceFormatPVR::get_recognized_extensions(List<String> *p_extensions) co
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}
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bool ResourceFormatPVR::handles_type(const String &p_type) const {
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return ClassDB::is_parent_class(p_type, "Texture");
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return ClassDB::is_parent_class(p_type, "Texture2D");
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}
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String ResourceFormatPVR::get_resource_type(const String &p_path) const {
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if (p_path.get_extension().to_lower() == "pvr")
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return "Texture";
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return "Texture2D";
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return "";
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}
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