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At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture. In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them. |
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.. | ||
config.cpp | ||
config.h | ||
light_storage.cpp | ||
light_storage.h | ||
material_storage.cpp | ||
material_storage.h | ||
mesh_storage.cpp | ||
mesh_storage.h | ||
particles_storage.cpp | ||
particles_storage.h | ||
SCsub | ||
texture_storage.cpp | ||
texture_storage.h | ||
utilities.cpp | ||
utilities.h |