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VideoCommon: instead of using 'CustomTextureData' directly, use 'TextureData' for texture assets, this allows us to provide additional metadata for textures. Such as a sampler or type information (to distinguish cube maps)
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@ -77,13 +77,6 @@ void CustomAssetLoader ::Shutdown()
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m_total_bytes_loaded = 0;
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}
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std::shared_ptr<RawTextureAsset>
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CustomAssetLoader::LoadTexture(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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{
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return LoadOrCreateAsset<RawTextureAsset>(asset_id, m_textures, std::move(library));
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}
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std::shared_ptr<GameTextureAsset>
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CustomAssetLoader::LoadGameTexture(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<CustomAssetLibrary> library)
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