MantisBT - Zandronum
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0001266Zandronum[All Projects] Suggestionpublic2013-01-28 22:342014-06-13 19:19
StrikerMan780 
 
normalfeatureN/A
acknowledgedopen 
PCWindows 7Ultimate x64
 
 
0001266: On-Disk Texture Cache for OpenGL
I wish to request that textures already converted and prepared for loading into the Video Card's texture memory get dumped into a /cache/ folder in the same folder as Zandronum's EXE. Each file would be named according to a checksum of the source image. The format is the raw data being sent to the video card.

This feature would be greatly appreciated, as mods, like SMMP which have a lot of high resolution textures, bog the computer down every time it converts and loads a new texture into memory. Causes major FPS drops, and even can get a player kicked from a server.

EDuke32 has such a feature, and it helps out a ton. Options to preload at map start, and an option to compress the cache would be appreciated as well.
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Issue History
2013-01-28 22:34StrikerMan780New Issue
2013-01-28 22:39StrikerMan780Note Added: 0005848
2013-01-29 06:17Torr SamahoNote Added: 0005855
2013-01-29 07:18StrikerMan780Note Added: 0005856
2013-01-29 07:21StrikerMan780Note Edited: 0005856bug_revision_view_page.php?bugnote_id=5856#r3200
2013-01-29 20:30Torr SamahoNote Added: 0005864
2013-01-29 20:34StrikerMan780Note Added: 0005865
2013-01-29 21:05StrikerMan780Note Edited: 0005865bug_revision_view_page.php?bugnote_id=5865#r3208
2013-01-29 21:37StrikerMan780Note Edited: 0005865bug_revision_view_page.php?bugnote_id=5865#r3209
2013-01-30 20:09Torr SamahoNote Added: 0005873
2013-01-30 20:10Torr SamahoNote Edited: 0005873bug_revision_view_page.php?bugnote_id=5873#r3211
2013-01-30 20:10Torr SamahoNote Revision Dropped: 5873: 0003210
2013-01-30 20:25StrikerMan780Note Added: 0005874
2013-01-30 21:36StrikerMan780Note Added: 0005878
2013-01-31 22:29StrikerMan780Note Added: 0005897
2014-06-13 16:04WatermelonNote Added: 0009211
2014-06-13 16:04WatermelonStatusnew => feedback
2014-06-13 16:58StrikerMan780Note Added: 0009213
2014-06-13 16:58StrikerMan780Statusfeedback => new
2014-06-13 16:59StrikerMan780Note Edited: 0009213bug_revision_view_page.php?bugnote_id=9213#r4923
2014-06-13 18:14WatermelonNote Added: 0009257
2014-06-13 19:19WatermelonStatusnew => acknowledged

Notes
(0005848)
StrikerMan780   
2013-01-28 22:39   
Hopefully such a request isn't too big... crossing my fingers for 1.1. Not willing to wait another 2 years for another release.
(0005855)
Torr Samaho   
2013-01-29 06:17   
This is a typical "GZDoom first" request. If somebody provides a patch, I wouldn't mind including it in 1.1 though.
(0005856)
StrikerMan780   
2013-01-29 07:18   
(edited on: 2013-01-29 07:21)
Unfortunately GZDoom's GL Renderer has ceased development, and no new feature requests are being accepted. I'd post the request on the GZDoom forums, but unfortunately it's locked. (Go Figure)

If there's someone around here that's willing to do it for Zandronum, that would be excellent, and perhaps it could be patched into GZDoom as well later.

(0005864)
Torr Samaho   
2013-01-29 20:30   
I see. Probably we could check how EDuke32 implements this, but I'm confused by its license. Their website says "is licensed under the GNU GPL and the BUILD license." Aren't the GPL and the BUILD license incompatible?
(0005865)
StrikerMan780   
2013-01-29 20:34   
(edited on: 2013-01-29 21:37)
As far as I know, EDuke-specific code is GPL. That means the OpenGL Renderer(s) and so forth. The Build license applies to the core Build engine code, such as CON handling, the Software Renderer, and Duke3D-specific actor code, etc.

(0005873)
Torr Samaho   
2013-01-30 20:09   
(edited on: 2013-01-30 20:10)
Strange. The GPL is viral. If it's not compatible with the Build license, then you can't have some files use GPL while others use Build. IIRC the Build licensed parts of ZDoom's code are one of the reasons why ZDoom can't be GPLed, which is why I assume that the licenses are not compatible.

(0005874)
StrikerMan780   
2013-01-30 20:25   
Perhaps it'd be a good idea to ask TerminX. I'll post on Duke4.net in a minute and ask.
(0005878)
StrikerMan780   
2013-01-30 21:36   
'http://forums.duke4.net/topic/6270-question-about-eduke32s-liscense/ [^]'

Got an answer.
(0005897)
StrikerMan780   
2013-01-31 22:29   
Just to add onto this... It would be excellent if it were possible to upgrade to the latest GZDoom renderer, as it is ten times faster at texture loading and whatnot as it is. In fact, the entire renderer's performance is better.
(0009211)
Watermelon   
2014-06-13 16:04   
Does it happen in 2.0?
or gzdoom?
(0009213)
StrikerMan780   
2014-06-13 16:58   
(edited on: 2014-06-13 16:59)
Not nearly as severely, but it still occurs. (btw, about This, as well as that Goraud Shading request that was closed, GZDoom has ceased OpenGL feature development entirely, so I cannot request it there.)

(0009257)
Watermelon   
2014-06-13 18:14   
Can you PM me onthe forums which one of yours I closed? I will re-open them and let torr know