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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@ -107,9 +107,9 @@ private:
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void set_message(const String &p_msg, MessageType p_type = MESSAGE_SUCCESS, InputType input_type = PROJECT_PATH) {
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msg->set_text(p_msg);
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Ref<Texture> current_path_icon = status_rect->get_texture();
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Ref<Texture> current_install_icon = install_status_rect->get_texture();
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Ref<Texture> new_icon;
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Ref<Texture2D> current_path_icon = status_rect->get_texture();
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Ref<Texture2D> current_install_icon = install_status_rect->get_texture();
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Ref<Texture2D> new_icon;
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switch (p_type) {
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@ -1141,8 +1141,8 @@ void ProjectList::_notification(int p_what) {
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void ProjectList::load_project_icon(int p_index) {
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Item &item = _projects.write[p_index];
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Ref<Texture> default_icon = get_icon("DefaultProjectIcon", "EditorIcons");
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Ref<Texture> icon;
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Ref<Texture2D> default_icon = get_icon("DefaultProjectIcon", "EditorIcons");
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Ref<Texture2D> icon;
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if (item.icon != "") {
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Ref<Image> img;
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img.instance();
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@ -1304,7 +1304,7 @@ void ProjectList::create_project_item_control(int p_index) {
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Item &item = _projects.write[p_index];
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ERR_FAIL_COND(item.control != NULL); // Already created
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Ref<Texture> favorite_icon = get_icon("Favorites", "EditorIcons");
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Ref<Texture2D> favorite_icon = get_icon("Favorites", "EditorIcons");
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Color font_color = get_color("font_color", "Tree");
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ProjectListItemControl *hb = memnew(ProjectListItemControl);
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