55 lines
1.8 KiB
C++
55 lines
1.8 KiB
C++
// Filename: textureReloadRequest.cxx
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// Created by: drose (12Aug08)
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//
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////////////////////////////////////////////////////////////////////
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//
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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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////////////////////////////////////////////////////////////////////
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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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// Function: TextureReloadRequest::do_task
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// Access: Protected, Virtual
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// Description: 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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double delay = async_load_delay;
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if (delay != 0.0) {
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Thread::sleep(delay);
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}
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if (_texture->was_image_modified(_pgo)) {
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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
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// actually gets prepared--even if it's no longer visible in the
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// frame--or it may become a kind of a leak (if the texture is
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// never rendered again on this GSG, we'll just end up carrying
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// the texture memory in RAM forever, instead of dumping it as
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// soon as it gets prepared).
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_texture->prepare(_pgo);
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}
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}
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_is_ready = true;
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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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