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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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@@ -35,8 +35,8 @@
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Size2 CheckButton::get_icon_size() const {
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Ref<Texture> on = Control::get_icon(is_disabled() ? "on_disabled" : "on");
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Ref<Texture> off = Control::get_icon(is_disabled() ? "off_disabled" : "off");
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Ref<Texture2D> on = Control::get_icon(is_disabled() ? "on_disabled" : "on");
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Ref<Texture2D> off = Control::get_icon(is_disabled() ? "off_disabled" : "off");
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Size2 tex_size = Size2(0, 0);
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if (!on.is_null())
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tex_size = Size2(on->get_width(), on->get_height());
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@@ -68,8 +68,8 @@ void CheckButton::_notification(int p_what) {
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RID ci = get_canvas_item();
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Ref<Texture> on = Control::get_icon(is_disabled() ? "on_disabled" : "on");
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Ref<Texture> off = Control::get_icon(is_disabled() ? "off_disabled" : "off");
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Ref<Texture2D> on = Control::get_icon(is_disabled() ? "on_disabled" : "on");
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Ref<Texture2D> off = Control::get_icon(is_disabled() ? "off_disabled" : "off");
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Ref<StyleBox> sb = get_stylebox("normal");
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Vector2 ofs;
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