Sign in to follow this  
  • entries
    570
  • comments
    2427
  • views
    216045

Untitled

Sign in to follow this  
Mushu

49 views

Quote:
From the Previous Entry
And, I think if you unload a set currently being used shit will break.




Yep! I think I'll just remove the ability to unload loaded component sets for now, because there isn't any easy way to detect whether or not a specific component is being used. The sets themselves take up barely any space in memory anyway, so I doubt this is a big issue.

The bigger issue is that the texture is still loaded even after the component set is unloaded... that is an issue.

Also, I don't know why it did that mipmapping when it broke. As this is the only time it occurs, I'm figuring its just an artifact of passing garbage values to the renderer. I think.

UPDATE: Fixed the textures-not-unloading bug. Apparently I had written a function, ComponentSet::_freeTextures but forgot to actually write a destructor. DUR DUR.
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now