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

@@ -30,33 +30,33 @@
#include "path_texture.h"
void PathTexture::set_begin_texture(const Ref<Texture> &p_texture) {
void PathTexture::set_begin_texture(const Ref<Texture2D> &p_texture) {
begin = p_texture;
update();
}
Ref<Texture> PathTexture::get_begin_texture() const {
Ref<Texture2D> PathTexture::get_begin_texture() const {
return begin;
}
void PathTexture::set_repeat_texture(const Ref<Texture> &p_texture) {
void PathTexture::set_repeat_texture(const Ref<Texture2D> &p_texture) {
repeat = p_texture;
update();
}
Ref<Texture> PathTexture::get_repeat_texture() const {
Ref<Texture2D> PathTexture::get_repeat_texture() const {
return repeat;
}
void PathTexture::set_end_texture(const Ref<Texture> &p_texture) {
void PathTexture::set_end_texture(const Ref<Texture2D> &p_texture) {
end = p_texture;
update();
}
Ref<Texture> PathTexture::get_end_texture() const {
Ref<Texture2D> PathTexture::get_end_texture() const {
return end;
}