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author | Juan Linietsky <reduzio@gmail.com> | 2017-01-07 18:25:37 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-01-07 18:26:38 -0300 |
commit | 2ab83e1abbf5ee6d00e16056a9e9394114026f28 (patch) | |
tree | 7efbb375cc4d00d8e8589fcf1b6a1303bec5df2d /scene/resources/shader_graph.h | |
parent | 2a38a5eaa844043b846e03d6655f84caf8a31e74 (diff) | |
download | redot-engine-2ab83e1abbf5ee6d00e16056a9e9394114026f28.tar.gz |
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
Diffstat (limited to 'scene/resources/shader_graph.h')
-rw-r--r-- | scene/resources/shader_graph.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/resources/shader_graph.h b/scene/resources/shader_graph.h index 57893f27c0..f4e24dbe78 100644 --- a/scene/resources/shader_graph.h +++ b/scene/resources/shader_graph.h @@ -326,12 +326,12 @@ public: void vec_func_node_set_function(ShaderType p_which,int p_id,VecFunc p_func); VecFunc vec_func_node_get_function(ShaderType p_which,int p_id) const; - void color_ramp_node_set_ramp(ShaderType p_which,int p_id,const DVector<Color>& p_colors, const DVector<real_t>& p_offsets); - DVector<Color> color_ramp_node_get_colors(ShaderType p_which,int p_id) const; - DVector<real_t> color_ramp_node_get_offsets(ShaderType p_which,int p_id) const; + void color_ramp_node_set_ramp(ShaderType p_which,int p_id,const PoolVector<Color>& p_colors, const PoolVector<real_t>& p_offsets); + PoolVector<Color> color_ramp_node_get_colors(ShaderType p_which,int p_id) const; + PoolVector<real_t> color_ramp_node_get_offsets(ShaderType p_which,int p_id) const; - void curve_map_node_set_points(ShaderType p_which, int p_id, const DVector<Vector2>& p_points); - DVector<Vector2> curve_map_node_get_points(ShaderType p_which,int p_id) const; + void curve_map_node_set_points(ShaderType p_which, int p_id, const PoolVector<Vector2>& p_points); + PoolVector<Vector2> curve_map_node_get_points(ShaderType p_which,int p_id) const; void input_node_set_name(ShaderType p_which,int p_id,const String& p_name); String input_node_get_name(ShaderType p_which,int p_id); |