open_toontown_panda3d/panda/src/gobj/textureReloadRequest.cxx

55 lines
1.8 KiB
C++

// Filename: textureReloadRequest.cxx
// Created by: drose (12Aug08)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "textureReloadRequest.h"
#include "textureContext.h"
TypeHandle TextureReloadRequest::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: TextureReloadRequest::do_task
// Access: Protected, Virtual
// Description: Performs the task: that is, loads the one model.
////////////////////////////////////////////////////////////////////
AsyncTask::DoneStatus TextureReloadRequest::
do_task() {
// Don't reload the texture if it doesn't need it.
if (_texture->was_image_modified(_pgo)) {
double delay = async_load_delay;
if (delay != 0.0) {
Thread::sleep(delay);
}
if (_texture->was_image_modified(_pgo)) {
if (_allow_compressed) {
_texture->get_ram_image();
} else {
_texture->get_uncompressed_ram_image();
}
// Now that we've loaded the texture, we should ensure it
// actually gets prepared--even if it's no longer visible in the
// frame--or it may become a kind of a leak (if the texture is
// never rendered again on this GSG, we'll just end up carrying
// the texture memory in RAM forever, instead of dumping it as
// soon as it gets prepared).
_texture->prepare(_pgo);
}
}
_is_ready = true;
// Don't continue the task; we're done.
return DS_done;
}