XNA Content pipeline caching?
Members - Reputation: 1022
Posted 03 July 2011 - 04:58 PM
Has anyone else noticed this and/or found documentation on the Content pipeline caching? I am not sure how to fix this problem other than to re-write the way the whole replay functionality works. In other API's I was able to just dispose of textures (within objects...same case here) and than reload them from the file system and viloa, no resource leaks, no false disposes.
Any insight into the caching would be great.
P.S. I was also thinking it could be because the GC isn't collecting the resource and that is why it is getting mixed up but I cannot see this being the case.
Remember to mark someones post as helpful if you found it so.
Members - Reputation: 665
Posted 03 July 2011 - 10:43 PM
Do not call Dispose on anything loaded through the content pipeline: it's not your responsibility. Instead, dispose the content manager in question and it will properly unload the resources.
When it comes to a point where you want to be able to unload individual resources, start using multiple content managers. Then when you want to unload resources, dispose of the specific content manager and it will properly dispose of its contents.
Crossbones+ - Reputation: 5155
Posted 04 July 2011 - 07:07 AM
just to let you know... :-)
Games Currently In Development:
Currently rewriting Firework Factory - Casual Puzzler for PC in Direct3D 11. Latest Journal Entry: Texture Caching, Concept Art and more! (09-Apr-2015).