Ok, this post is my understanding of the Resource cache with questions mixed in.
The resource cache is a mechanism for keeping track of which resources are currently loaded, which resources need to be loaded, and which can be unloaded. Loaded and unloaded referring to the game/graphics engine, DX or middleware.
1) The res. cache is merely an external (to the rendering pipeline way to keep track of the resource and still needs to be loaded into the graphics engine?
2) Thus at one time, if a resource is in use a copy of the resource exists in file format, in memory in the res. cache, and in DX or the engine also?
The loading of the resource into DX, OGL, or the proprietery engine still needs to be accomplished by some API call even if the resource is loaded into the cahce.
3) This could be done inside of the ResCache::Load(..) function at/near the bottom of that function? (The books example was: DX3DCreateTextureFromFileInMemory(...) )
Thanks,
Alien
The resource cache is a mechanism for keeping track of which resources are currently loaded, which resources need to be loaded, and which can be unloaded. Loaded and unloaded referring to the game/graphics engine, DX or middleware.
1) The res. cache is merely an external (to the rendering pipeline way to keep track of the resource and still needs to be loaded into the graphics engine?
2) Thus at one time, if a resource is in use a copy of the resource exists in file format, in memory in the res. cache, and in DX or the engine also?
The loading of the resource into DX, OGL, or the proprietery engine still needs to be accomplished by some API call even if the resource is loaded into the cahce.
3) This could be done inside of the ResCache::Load(..) function at/near the bottom of that function? (The books example was: DX3DCreateTextureFromFileInMemory(...) )
Thanks,
Alien
The post was edited 1 time, last by Alien_Attack ().