I understand that for assets like meshes and levels that are loaded/parsed the same way I can use one function to open up a file handle, then pass it on to the different asset loaders to be parsed and stored. However, when I start loading assets like a .dds texture which is easiest done with a graphics library call, is there a way to set up the asset pipeline such that it can use the same function? Or is there no way around the problem, and I need to set up a different way to load assets like these? I really don't like this approach because then I'd have to manage the different types of loading so that the asset loader now know about different types of assets.
It would really be of help if someone could link to some source code that has an asset loader like this implemented so I could see how it works.
My basic goals for the framework:
I'm only worried about having it work on windows
I'm only worried about using directX
I want to stream in world blocks to have a straight continuous level with branches
I want to have flexibility to experiment with shaders
Edited by TheAsterite, 01 May 2012 - 06:33 PM.