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* Attempted Clyde cleanup, didn't get far. * Add negation operator to Vector2i. * Add RenderOrder to ISpriteComponent. * Post process shaders. Adds "post process" shaders to sprite component. These are executed on the WHOLE sprite component (every layer) in one draw. This is necessary to implement functional outlines.
12 lines
333 B
C#
12 lines
333 B
C#
namespace Robust.Client.Graphics
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{
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// TODO: Maybe implement IDisposable for owned textures. I got lazy and didn't.
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/// <summary>
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/// Represents a mutable texture that can be modified and deleted.
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/// </summary>
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public abstract class OwnedTexture : Texture
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{
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public abstract void Delete();
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}
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}
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