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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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@@ -53,7 +53,7 @@ private:
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bool expand;
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bool hflip;
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bool vflip;
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Ref<Texture> texture;
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Ref<Texture2D> texture;
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StretchMode stretch_mode;
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void _texture_changed();
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@@ -64,8 +64,8 @@ protected:
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static void _bind_methods();
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public:
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void set_texture(const Ref<Texture> &p_tex);
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Ref<Texture> get_texture() const;
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void set_texture(const Ref<Texture2D> &p_tex);
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Ref<Texture2D> get_texture() const;
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void set_expand(bool p_expand);
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bool has_expand() const;
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