[sldev] Texture caching

Strife Onizuka blindwanderer at gmail.com
Wed Mar 21 06:02:36 PDT 2007


A cheesy hack would be to decode the images to TGA and add them add that to
the disk cache (change the type number from 0 to 12). Should work. Not sure
if LOD works on TGA textures.

On 3/21/07, Skal Tura <skaltura at gmail.com> wrote:
>
> Tateru Nino wrote:
> >  From the other side of the world it might be a lot more typical ;) I'm
> > curious as to the impact of maxing the 30 second bias configurable. Or
> > simply commenting that one line out of the teleport sequence. Or both.
>
> This would be awesome, anything performance and experience related new
> config options are
> welcome imho :)
>
> Alex Suter wrote:
> > 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.
>
> I would trade a huge portion of hdd space for performance. Any chance to
> get try this out before
> it is in the public first look branch and test for you?
>
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