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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@@ -297,7 +297,8 @@ godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target) {
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RID *render_target = (RID *)p_render_target;
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RID eye_texture = VSG::storage->render_target_get_texture(*render_target);
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uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
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#warning need to obtain this ID again
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uint32_t texid = 0; //VS::get_singleton()->texture_get_texid(eye_texture);
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return texid;
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}
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