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authorJuan Linietsky <reduzio@gmail.com>2019-06-11 15:43:37 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 11:53:26 +0100
commit3f335ce3d446372eeb9ed87f7e117099c4d2dd6a (patch)
tree669db7ddb21f328215a9c26e9bdaf2565db8c853 /scene/gui/gradient_edit.cpp
parent9ffe57a10eecf79ab8df2f0497d0387383755df3 (diff)
downloadredot-engine-3f335ce3d446372eeb9ed87f7e117099c4d2dd6a.tar.gz
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
Diffstat (limited to 'scene/gui/gradient_edit.cpp')
-rw-r--r--scene/gui/gradient_edit.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/scene/gui/gradient_edit.cpp b/scene/gui/gradient_edit.cpp
index 46c59f42fc..80431cefe0 100644
--- a/scene/gui/gradient_edit.cpp
+++ b/scene/gui/gradient_edit.cpp
@@ -54,7 +54,6 @@ GradientEdit::GradientEdit() {
checker = Ref<ImageTexture>(memnew(ImageTexture));
Ref<Image> img = memnew(Image(checker_bg_png));
- checker->create_from_image(img, ImageTexture::FLAG_REPEAT);
}
int GradientEdit::_get_point_from_pos(int x) {