in my Engine I have a ResourceManager class, that loads resources (textures, shaders, materials etc.) from hard drive and caches them. I.e:
ShaderPtr p1 = manager->loadShader("Color.psh"); ... ShaderPtr p2 = manager->loadShader("Color.psh");When shader Color.psh is loaded from the first time, it is loaded from hard drive, a ShaderPtr is stored in a map and returned. Now when Color.psh is requested for the second time, the Shader is just returned from the cache map instead of loading it again.
This works fine, but now I have a problem with textures. I have to pass the size of the texture to the load function, because internally I use D3DXCreateTextureFromFileEx() to load the texture and If I do not explicitely specify the real size of the texture, DirectX will use the next power of 2 size - something I do not want.
So my loading looks like this:
TexturePtr t1 = manager->loadTexture("Grass.png", 500, 200); // A ... TexturePtr t2 = manager->loadTexture("Grass.png", 300, 300); // BIn line A the manager really loads Grass.png from the disk and creates a texture of size 500x200. Now in line B the manager detects that Grass.png is already loaded and just returns a reference to the already created texture of size 500x200. Thus t2 now stores a texture object with size of 500x200, even though I wanted the texture to be loaded with a size of 300x300! (In other words: Another instance with another size).
Do you guys have an idea how I could solve this problem? How I could keep a caching system but also support resources with different values.