Use LocalVector for Curve and Gradient
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@@ -200,10 +200,11 @@ TEST_CASE("[NoiseTexture2D][SceneTree] Generating a basic noise texture with mip
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noise_texture->set_noise(noise);
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Ref<Gradient> gradient = memnew(Gradient);
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Vector<Gradient::Point> points;
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points.push_back({ 0.0, Color(1, 0, 0) });
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points.push_back({ 1.0, Color(0, 0, 1) });
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gradient->set_points(points);
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Vector<float> offsets = { 0.0, 1.0 };
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Vector<Color> colors = { Color(1, 0, 0), Color(0, 0, 1) };
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gradient->set_offsets(offsets);
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gradient->set_colors(colors);
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noise_texture->set_color_ramp(gradient);
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noise_texture->set_width(16);
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noise_texture->set_height(16);
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@@ -251,10 +252,12 @@ TEST_CASE("[NoiseTexture2D][SceneTree] Generating a seamless noise texture") {
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SUBCASE("16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0") {
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Ref<Gradient> gradient = memnew(Gradient);
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Vector<Gradient::Point> points;
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points.push_back({ 0.0, Color(0, 0, 0, 0) });
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points.push_back({ 1.0, Color(1, 1, 1, 1) });
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gradient->set_points(points);
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Vector<float> offsets = { 0.0, 1.0 };
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Vector<Color> colors = { Color(0, 0, 0, 0), Color(1, 1, 1, 1) };
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gradient->set_offsets(offsets);
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gradient->set_colors(colors);
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noise_texture->set_color_ramp(gradient);
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noise_texture->set_seamless_blend_skirt(1.0);
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noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTextureTester::check_seamless_texture_rgba));
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