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Add caching of generated textures as image
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3 changed files with 86 additions and 20 deletions
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@ -69,6 +69,17 @@ public:
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/// @brief Return average color of a texture string
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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// Note: this method is here because caching is the decision of the
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// API user, even if his access is read-only.
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/**
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* Enables or disables the caching of finished texture images.
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* This can be useful if you want to call getTextureAverageColor without
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* duplicating work.
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* @note Disabling caching will flush the cache.
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*/
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virtual void setImageCaching(bool enabled) {};
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};
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class IWritableTextureSource : public ITextureSource
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@ -88,8 +99,8 @@ public:
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/**
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* Rebuilds all textures (in case-source images have changed)
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* @note This won't invalidate old ITexture's, but you have to retrieve them
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* again to see changes.
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* @note This won't invalidate old ITexture's, but may or may not reuse them.
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* So you have to re-get all textures anyway.
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*/
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virtual void rebuildImagesAndTextures()=0;
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};
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