MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001266 | Zandronum | [All Projects] Suggestion | public | 2013-01-28 22:34 | 2014-06-13 19:19 |
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Reporter | StrikerMan780 | |
Assigned To | | |
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | acknowledged | Resolution | open | |
Platform | PC | OS | Windows 7 | OS Version | Ultimate x64 |
Product Version | | |
Target Version | | Fixed in Version | | |
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Summary | 0001266: On-Disk Texture Cache for OpenGL |
Description | 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. |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
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Issue History |
Date Modified | Username | Field | Change |
2013-01-28 22:34 | StrikerMan780 | New Issue | |
2013-01-28 22:39 | StrikerMan780 | Note Added: 0005848 | |
2013-01-29 06:17 | Torr Samaho | Note Added: 0005855 | |
2013-01-29 07:18 | StrikerMan780 | Note Added: 0005856 | |
2013-01-29 07:21 | StrikerMan780 | Note Edited: 0005856 | bug_revision_view_page.php?bugnote_id=5856#r3200 |
2013-01-29 20:30 | Torr Samaho | Note Added: 0005864 | |
2013-01-29 20:34 | StrikerMan780 | Note Added: 0005865 | |
2013-01-29 21:05 | StrikerMan780 | Note Edited: 0005865 | bug_revision_view_page.php?bugnote_id=5865#r3208 |
2013-01-29 21:37 | StrikerMan780 | Note Edited: 0005865 | bug_revision_view_page.php?bugnote_id=5865#r3209 |
2013-01-30 20:09 | Torr Samaho | Note Added: 0005873 | |
2013-01-30 20:10 | Torr Samaho | Note Edited: 0005873 | bug_revision_view_page.php?bugnote_id=5873#r3211 |
2013-01-30 20:10 | Torr Samaho | Note Revision Dropped: 5873: 0003210 | |
2013-01-30 20:25 | StrikerMan780 | Note Added: 0005874 | |
2013-01-30 21:36 | StrikerMan780 | Note Added: 0005878 | |
2013-01-31 22:29 | StrikerMan780 | Note Added: 0005897 | |
2014-06-13 16:04 | Watermelon | Note Added: 0009211 | |
2014-06-13 16:04 | Watermelon | Status | new => feedback |
2014-06-13 16:58 | StrikerMan780 | Note Added: 0009213 | |
2014-06-13 16:58 | StrikerMan780 | Status | feedback => new |
2014-06-13 16:59 | StrikerMan780 | Note Edited: 0009213 | bug_revision_view_page.php?bugnote_id=9213#r4923 |
2014-06-13 18:14 | Watermelon | Note Added: 0009257 | |
2014-06-13 19:19 | Watermelon | Status | new => acknowledged |
Notes |
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Hopefully such a request isn't too big... crossing my fingers for 1.1. Not willing to wait another 2 years for another release. |
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This is a typical "GZDoom first" request. If somebody provides a patch, I wouldn't mind including it in 1.1 though. |
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(0005856)
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StrikerMan780
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2013-01-29 07:18
(edited on: 2013-01-29 07:21) |
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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.
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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? |
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(0005865)
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StrikerMan780
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2013-01-29 20:34
(edited on: 2013-01-29 21:37) |
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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.
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(0005873)
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Torr Samaho
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2013-01-30 20:09
(edited on: 2013-01-30 20:10) |
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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.
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Perhaps it'd be a good idea to ask TerminX. I'll post on Duke4.net in a minute and ask. |
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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. |
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Does it happen in 2.0?
or gzdoom? |
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(0009213)
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StrikerMan780
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2014-06-13 16:58
(edited on: 2014-06-13 16:59) |
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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.)
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Can you PM me onthe forums which one of yours I closed? I will re-open them and let torr know |
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