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authorRémi Verschelde <rverschelde@gmail.com>2021-04-28 14:15:29 +0200
committerRémi Verschelde <rverschelde@gmail.com>2021-04-28 15:51:55 +0200
commit0e93a1df793de92f4ec6f4bb097cfd5aa94a7157 (patch)
tree001f0c78071bfacef703a64b9fd8a5cdf5854377 /editor/plugins/editor_preview_plugins.cpp
parentf879a08a621b153c216453b97e2bf48c8ac296d6 (diff)
Remove obsolete LargeTexture, it's no longer useful since 3.x
It existed in early Godot releases to allow working around hardware limitations on max texture sizes (e.g. hardware limits of 1024x1024 pixels). Nowadays the max texture size supported natively by Godot is 16384x16384, and even low end mobile hardware should support at least 4096x4096. The LargeTexture implementation is basically just an array with offsets, sizes and textures and should be easy to replicate with a custom Texture resource if needed - solving most of its bugs on the way as the implementation removed here has various unimplemented or incomplete methods.
Diffstat (limited to 'editor/plugins/editor_preview_plugins.cpp')
-rw-r--r--editor/plugins/editor_preview_plugins.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/editor/plugins/editor_preview_plugins.cpp b/editor/plugins/editor_preview_plugins.cpp
index d3e5854786..87eeb82101 100644
--- a/editor/plugins/editor_preview_plugins.cpp
+++ b/editor/plugins/editor_preview_plugins.cpp
@@ -81,7 +81,6 @@ bool EditorTexturePreviewPlugin::generate_small_preview_automatically() const {
Ref<Texture2D> EditorTexturePreviewPlugin::generate(const RES &p_from, const Size2 &p_size) const {
Ref<Image> img;
Ref<AtlasTexture> atex = p_from;
- Ref<LargeTexture> ltex = p_from;
if (atex.is_valid()) {
Ref<Texture2D> tex = atex->get_atlas();
if (!tex.is_valid()) {
@@ -94,8 +93,6 @@ Ref<Texture2D> EditorTexturePreviewPlugin::generate(const RES &p_from, const Siz
}
img = atlas->get_rect(atex->get_region());
- } else if (ltex.is_valid()) {
- img = ltex->to_image();
} else {
Ref<Texture2D> tex = p_from;
if (tex.is_valid()) {