Just worked on removing alias model caching. As a result, alias models will need to be reloaded at each map change; they're no longer taken from a persistent cache. This is part of my reworking of the entire memory subsystem, which I had done before, but which I am revisiting as I'm not happy with the previous work (some bugs). OK, it makes maps that little bit slower to load, but it's needed to make game changes viable. And in-game game changes really do go hand-in-hand with the in-game resolution changes I was previously working on, as textures will need to be reloaded for both of them (my current resolution changing doesn't destroy the window or reload textures, but this is not the right way to do it, and chances are some pixel format incompatibility problems will hit in the wild). The objective is to minimise the amount of things in persistent caches that will need to be reloaded (as reloading into a persistent cache is a little bit awkward).
Sounds will come next, which will result in the only persistent items being the texture cache (which was designed with reloading in mind anyway) and a few other startup bits and bobs.
Sorry about all the parenthesized stuff in this post, by the way (it's late, I'm a bit tired, and I need to concentrate to avoid writing like this all the time!)
The rest of this week is for Real Life stuff, so no updates for a while!
Thursday, June 5, 2008
Change of scene
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1 comments:
'OK, it makes maps that little bit slower to load, but it's needed to make game changes viable.'
just flush the cache on gamedir change. this flushes both models and sound, and doesn't slow down normal map changes.
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