56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file textureReloadRequest.cxx
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* @author drose
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* @date 2008-08-12
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*/
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#include "textureReloadRequest.h"
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#include "textureContext.h"
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TypeHandle TextureReloadRequest::_type_handle;
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/**
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* Performs the task: that is, loads the one model.
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*/
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AsyncTask::DoneStatus TextureReloadRequest::
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do_task() {
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// Don't reload the texture if it doesn't need it.
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if (!_texture->was_image_modified(_pgo) &&
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(_allow_compressed ? _texture->has_ram_image() : _texture->has_uncompressed_ram_image())) {
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return DS_done;
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}
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double delay = async_load_delay;
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if (delay != 0.0) {
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Thread::sleep(delay);
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if (!_texture->was_image_modified(_pgo) &&
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(_allow_compressed ? _texture->has_ram_image() : _texture->has_uncompressed_ram_image())) {
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return DS_done;
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}
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}
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if (_allow_compressed) {
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_texture->get_ram_image();
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} else {
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_texture->get_uncompressed_ram_image();
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}
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// Now that we've loaded the texture, we should ensure it actually gets
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// prepared--even if it's no longer visible in the frame--or it may become a
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// kind of a leak (if the texture is never rendered again on this GSG, we'll
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// just end up carrying the texture memory in RAM forever, instead of dumping
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// it as soon as it gets prepared).
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_pgo->enqueue_texture(_texture);
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// Don't continue the task; we're done.
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return DS_done;
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}
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