This looks like what this was supposed to be.

With "if( !m_bDelayedDelete || !t->m_bCacheThis )", if !m_bDelayedDelete,
when we preload banners we'll load the texture and then immediately
free it.  This way, we always keep banners around, even if !m_bDelayedDelete.

I'm adding another option to tweak the banner caching.  I like the smoother
banner changes, but I don't care for the very slow opening of groups.

I'm not sure how to handle memory usage.  I have about 14 megs of
banners.  In order to load them all, you just have to open each group
once, and 14 megs of PNG is a lot of memory uncompressed.  Ideal
would be to cache the compressed version, but that'd be a bit of work.
I'll add precache-all-at-load, precache-group and no-precache options
for now.
This commit is contained in:
Glenn Maynard
2003-04-19 23:37:50 +00:00
parent f18034f7b3
commit bed43f712b
+5 -1
View File
@@ -113,7 +113,11 @@ void RageTextureManager::UnloadTexture( RageTexture *t )
*/
if( t->IsAMovie() )
bDeleteThis = true;
if( !m_bDelayedDelete || !t->m_bCacheThis )
/* If m_bDelayedDelete, keep all textures around until we GC. If m_bCacheThis,
* keep this individual texture, even if m_bDelayedDelete is off. (Would
* "m_bDelayedDelete" be clearer as "m_bCacheAll"?) */
if( !m_bDelayedDelete && !t->m_bCacheThis )
bDeleteThis = true;
if( bDeleteThis )