Selon Melchior FRANZ :
* Melchior FRANZ -- Saturday 29 April 2006 06:28:
* Frederic Bouvier -- Saturday 29 April 2006 00:00:
Perhaps you already noticed, but I checked a change to model.cxx that
allow PLIB, with its own mecanism, to reuse textures from models to
models.
Yes, this
Melchior FRANZ wrote :
OBJECT_STATIC, in turn, are not shared, but freed with the tile. Their
textures aren't shared either. Would be nice if they did, of course.
OTOH, most of the static objects have textures that are of no use for
other models, so it's not a big problem.
Perhaps you
* Frederic Bouvier -- Saturday 29 April 2006 00:00:
Perhaps you already noticed, but I checked a change to model.cxx that
allow PLIB, with its own mecanism, to reuse textures from models to models.
Yes, this was hard to miss. With it all my aircraft were untextured
(red/white), and I reverted
* Erik Hofman -- Friday 21 April 2006 09:29:
Melchior FRANZ wrote:
Note that several textures are loaded multiple times!
The best way to handle this is to create a caching mechanism where the
absolute
path of the texture is the key and the texture-id is cached for future use.
Yes. And
* Erik Hofman -- Friday 21 April 2006 09:29:
The best way to handle this is to create a caching mechanism where the
absolute
path of the texture is the key and the texture-id is cached for future use.
FWIW: In the scenario described in texsize.high removing doubles would
save 93,383,168
Melchior FRANZ wrote:
Yes. And this would even be quite easy to do. We'd need to incorporate plib's
SGI loader into fg/sg, and make it the preference
ssgAddTextureFormat(.rgb, fgLoadSGI);
etc. Then we can do whatever optimizations make sense. Of course, this would
suggest that we more
[preventing multiple loading of textures]
* Erik Hofman -- Friday 21 April 2006 10:55:
I didn't take a real close look but I think it could be done without the
need to define our own texture loader. The ssgTexture class allows one
to fetch the texture-id after it is being loaded.
Yes,
* Melchior FRANZ -- Friday 21 April 2006 12:15:
[...] otherwise call the regular loader and push its result into the queue.
Heh ... into the *hash* or whatever, but certainly not a queue.
The weak spot is that such a proxy would have to be registered for each
supported format.
That was
* Melchior FRANZ -- Friday 21 April 2006 12:15:
Better would be to get a patch committed that changes ssgLoadTexture()
to [...]
This woudln't work, because there's no way for the proxy to get at the
stored data. :-(
m.
---
Using Tomcat
* Robicd -- Friday 21 April 2006 00:01:
what happens when the same 3d object is
present multiple times in the scene, does fgfs load into memory multiple
copies of the same texture?
Depends: OBJECT_SHARED objects are, well, shared. And they are never freed
until fgfs is exited. That's
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