Universal AssetHandles. Serialize AssetHandle instead of AssetIdentifier

A bit unstable
This commit is contained in:
Simon Lübeß
2023-08-01 21:38:54 +02:00
parent 6d7f26b1f4
commit 60725c3588
45 changed files with 520 additions and 127 deletions
@@ -1,21 +1,17 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_generateMipMaps = true,
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Anisotropic,
MagFilter = .Anisotropic,
MipFilter = .Anisotropic,
FilterMode = .Default,
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Wrap,
MipLODBias = 0,
MipMinLOD = 0,
MipMaxLOD = 3,
MaxAnisotropy = 16,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
@@ -23,5 +19,6 @@
A = 1
}
}
}
},
AssetHandle = 8153940681327484189
}