[tsc-devel] Image cache really necessary?
Marvin Gülker |
Fri, 05 Jul 2019 16:44:13 UTC
Hi everyone,
I was taking a look at ticket #560 and the related ticket #489. While
thinking about it, I came to ask myself why TSC even has this image
cache functionality. After all the years I work with the TSC codebase, I
still honestly don't know why it exists. So, does anybody have an idea?
If not, is anybody inherently against removing the image cache?
My only guess for the image cache is that we have some high-resolution
images in our pixmaps directory. These images maybe once caused problems
when loaded as a texture directly. Given the code's age I doubt that
this causes any problems anymore, and the image cache generation is an
annoyance every user of TSC has experienced. Removing it would not only
make TSC's startup faster, but also fix all problems with the cache
going out of sync (and making #560 obsolete -- the ticket describes a
problem in messing with raw pixels in Downscale_Image(), which looks
like a rather complex problem).
To give you some data: our largest pixmaps are some level background
images with a width of 4096 pixels,
e.g. game/background/beach_island.png and
game/background/puffy_clouds.png. 4096 pixels sounds like a reasonable
size to expect from graphics hardware today;
sf::Texture::getMaximumSize() returns a value over 8000 for my aged
laptop.
Thoughts?
-quintus
--
Blog: https://mg.guelker.eu
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