[sldev] Texture caching
Alex Suter
asuter at ilm.com
Tue Mar 20 17:36:35 PDT 2007
Usually because of disk space issues, in that you can rapidly fill it
all up.
Could be a slick alternative implementation... trade disk space for speed.
Tim Shephard wrote:
> Pardon me if I'm ignorant on stuff like this, but why don't we cache
> textures in a format which doesn't require significant decoding
> resources?
>
> On 3/20/07, Jason Giglio <gigstaggart at gmail.com> wrote:
>> Strife Onizuka wrote:
>> > The patch does something different then what it is replacing. The orig
>> > is checking that the filesize contains the expected number of entries.
>> > The new version just checks to make sure it contains complete entries.
>>
>> That is the intent of the check. Go back and read it in context.
>>
>> -Jason
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