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* Take texture desc from actual texture instead of managed for texturecompiler, we assume 6 slices for cubemaps when vtex writes it as 1 depth * Create TextureCube properly with mips from C# part * Prototype envmap probe caching * Simplify, get memory size right when we want a specific number of mips * GetBitmap works correctly with cubemaps * Cubemap mip writes goes from highest to lowest mip * Native can load multiple mipmaps into cubemap texture * Revert Envmap caching stuff, will make a [Cached] attribute, leave cubemap fixes on branch * Format