This commit is contained in:
Glenn Maynard
2002-09-07 06:37:25 +00:00
parent e32ed54af2
commit eeb406830f
+36
View File
@@ -7,6 +7,42 @@ low-pri to bother bringing up on the list.
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Don't unload textures when they reach 0 refs. Keep them around for a while.
They're the place we're spending all of our time loading, and sometimes we
reload them in odd places; for example, Player reloads arrow graphics
between songs in courses. (Don't special case that; it'd just make Player
ugly. It's TextureManager's job.)
Ideally, we should only unload a texture when we *need* the memory. That's
very tricky to get right, though; we don't really know how much memory
we can use. (We have system memory to work with, as textures will get
swapped out for us, and we don't know how much system memory to use.) We
could just make it a config parameter, but that sucks.
Also, don't use a FIFO. That tends to make the whole cache die when the
textures you need are at the beginning of the queue. (Each load causes you
to unload a texture that you'll be loading soon, so nothing ever actually
comes out of the queue.)
(Not sure how to do this.)
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Stuff in the song cache never dies unless the version changes. We don't
want to erase songs we didn't load; I frequently move song paths out of
the search path while debugging (for fast loads) and I don't want that
to lose cache. Hmm. Access time?
(Not sure how to do this either.)
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Triple-buffering.
(Wait for OpenGL.)
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It'd be nice if we could go straight from one screen to another, tweening
one off and the other on simultaneously (with a delay so it doesn't
look like a jumble, but in parallel).