{
RefPtr<Texture2D> tex = new Texture2D;
load_sub(*tex);
- get_collection().add(FS::basename(get_source())+".tex2d", tex.get());
+ get_collection().add(FS::basename(get_source())+".tex", tex.get());
obj.texture = tex.release();
}
{
Resources &resources = Resources::get_global();
- static const string name = "_ambientocclusion_rotate.tex2d";
+ static const string name = "_ambientocclusion_rotate.tex";
Texture2D *rotate_lookup = resources.find<Texture2D>(name);
if(rotate_lookup)
return *rotate_lookup;
{
#ifdef DEBUG
shdata.set_debug_name(name+" [UBO]");
- curve.set_debug_name(name+"/curve.tex1d");
+ curve.set_debug_name(name+"/curve.tex");
#else
(void)name;
#endif
void EnvironmentMap::set_debug_name(const string &name)
{
#ifdef DEBUG
- env_tex.set_debug_name(name+"/environment.texcb");
+ env_tex.set_debug_name(name+"/environment.tex");
depth_buf.set_debug_name(name+"/environment_depth.rbuf");
static const char *const face_names[] = { "X+", "X-", "Y+", "Y-", "Z+", "Z-" };
for(unsigned i=0; i<6; ++i)
faces[i].camera.set_debug_name(format("%s/%s.camera", name, face_names[i]));
}
- irradiance.set_debug_name(name+"/irradiance.texcb");
+ irradiance.set_debug_name(name+"/irradiance.tex");
irradiance_fbo.set_debug_name(name+" [FBO:irradiance]");
for(unsigned i=0; i<specular_fbos.size(); ++i)
specular_fbos[i].set_debug_name(format("%s [FBO:specular_mip%d]", name, i+1));
fbo.set_debug_name(name+" [FBO]");
for(unsigned i=0; i<lights.size(); ++i)
lights[i].shadow_camera.set_debug_name(format("%s/light%d.camera", name, i));
- depth_buf.set_debug_name(name+"/depth.tex2d");
+ depth_buf.set_debug_name(name+"/depth.tex");
shdata.set_debug_name(name+" [UBO]");
#else
(void)name;
{
Resources &resources = Resources::get_global();
- static const string name = "_pbr_fresnel_lookup.tex2d";
+ static const string name = "_pbr_fresnel_lookup.tex";
Texture2D *fresnel_lookup = resources.find<Texture2D>(name);
if(fresnel_lookup)
return *fresnel_lookup;
else
tex_name = Msp::format("%s/color%d", name, attach_pt);
- textures[i++]->set_debug_name(tex_name+".tex2d");
+ textures[i++]->set_debug_name(tex_name+".tex");
}
#else
(void)name;