texture management

jedidia

shoemaker without legs
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This is a pretty general question about how Orbiter manages its textures. For example, suppose two meshes in two different vessels draw from the same texture files. Not two instances of the same vessel, but two different vessels that use the same texture. When loading the second vessel, will Orbiter recognize that the texture belonging to this mesh is allready in memory and create a pointer to it, or will it load another instance of the same file into memory?
 
either no one knows or my formulation was not understandable... :dry:
 
Not absolutely clearly. You spend what operations with texture?

Nevertheless...

My researches, a little in other area, have shown -
Repeated loading mesh from a file with the same name leads to creation of distinct from first pointer MESHHANDLE. But, attempt to receive pointer MESHGROUP for the first - passes, for the second returns a zero. Moreover Orbiter hangs, even if that I do not do with this zero MESHGROUP.

Moreover directs thought about "smart" reading of files the following situation -
for me
"N1bisM_5NM_Descent_staticc.msh"
and
"N1bisM_5NM_Descent_Lags_up.msh"
considers identical,
whereas the combination with "N1bisM_5NM_Descent_staticа.msh" - correct.
As a result - landing support is not present and there is one tank of the ship! Pointers for MESHHANDLE for "N1bisM_5NM_Descent_staticc.msh" and "N1bisM_5NM_Descent_Lags_up.msh" the identical!

On it my opinion - yes - most likely is used, for storage in the memories, one copy of texture for different copies of the ships.
 
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