Fixed typo: 'texure' to 'texture'
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6 changed files with 7 additions and 7 deletions
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@ -41,7 +41,7 @@
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<argument index="3" name="userdata" type="Variant">
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</argument>
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<description>
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Queue a resource being edited for preview (using an instance). Once the preview is ready, your receiver.receiver_func will be called either containing the preview texture or an empty texure (if no preview was possible). Callback must have the format: (path,texture,userdata). Userdata can be anything.
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Queue a resource being edited for preview (using an instance). Once the preview is ready, your receiver.receiver_func will be called either containing the preview texture or an empty texture (if no preview was possible). Callback must have the format: (path,texture,userdata). Userdata can be anything.
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</description>
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</method>
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<method name="queue_resource_preview">
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@ -56,7 +56,7 @@
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<argument index="3" name="userdata" type="Variant">
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</argument>
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<description>
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Queue a resource file for preview (using a path). Once the preview is ready, your receiver.receiver_func will be called either containing the preview texture or an empty texure (if no preview was possible). Callback must have the format: (path,texture,userdata). Userdata can be anything.
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Queue a resource file for preview (using a path). Once the preview is ready, your receiver.receiver_func will be called either containing the preview texture or an empty texture (if no preview was possible). Callback must have the format: (path,texture,userdata). Userdata can be anything.
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</description>
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</method>
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<method name="remove_preview_generator">
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@ -66,7 +66,7 @@
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<argument index="0" name="path" type="String">
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</argument>
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<description>
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Load an [ImageTexure].
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Load an [ImageTexture].
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</description>
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</method>
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<method name="set_data">
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@ -589,7 +589,7 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) {
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norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
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// we need to lie the derivatives (normg) and assume that DP side is always the same
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// to get proper texure filtering
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// to get proper texture filtering
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vec2 normg=norm.xy;
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if (norm.z>0.0) {
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norm.y=0.5-norm.y+0.5;
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@ -94,7 +94,7 @@ String Performance::get_monitor_name(Monitor p_monitor) const {
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"raster/surface_changes",
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"raster/draw_calls",
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"video/video_mem",
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"video/texure_mem",
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"video/texture_mem",
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"video/vertex_mem",
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"video/video_mem_max",
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"physics_2d/active_objects",
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@ -38,7 +38,7 @@ class ImmediateGeometry : public GeometryInstance {
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GDCLASS(ImmediateGeometry, GeometryInstance);
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RID im;
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//a list of texures drawn need to be kept, to avoid references
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//a list of textures drawn need to be kept, to avoid references
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// in VisualServer from becoming invalid if the texture is no longer used
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List<Ref<Texture> > cached_textures;
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bool empty;
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@ -85,7 +85,7 @@ public:
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enum TextureFlags {
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TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
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TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
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TEXTURE_FLAG_FILTER = 4, /// Create texure with linear (or available) filter
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TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
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TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
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TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
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TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
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