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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-31 16:51:40 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-31 16:51:40 +0000
commit62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5 (patch)
treefb3adbafe4274be1098278d56dacb680e5879715 /Game/Code/Classes/UGraphic.pas
parent9dee24b21d397016b0ecb7f37f8774b6b5f658f6 (diff)
downloadusdx-62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5.tar.gz
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Now colorized textures are appended to the TTextureDatabase too. This will prevent USDX from loading textures for buttons, statics etc. multiple times.
This saves approx. 100MB of memory (100MB instead of 200MB, which is still too many) and speeds-up the loading process (starts in 3-6secs now instead of 12secs). git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@992 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes/UGraphic.pas')
-rw-r--r--Game/Code/Classes/UGraphic.pas40
1 files changed, 20 insertions, 20 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index 7af4b724..afb986e1 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -278,9 +278,9 @@ begin
// zaladowanie tekstur
Log.LogStatus('Loading Textures', 'LoadTextures');
- Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
- Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), TEXTURE_TYPE_PLAIN, 0); //brauch man die noch?
- Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
+ Tex_Left[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
+ Tex_Mid[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_PLAIN, 0); //brauch man die noch?
+ Tex_Right[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
Log.LogStatus('Loading Textures - A', 'LoadTextures');
@@ -292,35 +292,35 @@ begin
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
- Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainRight'), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGRight'), TEXTURE_TYPE_COLORIZED, Col);
end;
Log.LogStatus('Loading Textures - B', 'LoadTextures');
- Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), TEXTURE_TYPE_TRANSPARENT, 0);
- Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , TEXTURE_TYPE_TRANSPARENT, $FFFFFF);
- Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
- Tex_Lyric_Help_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+ Tex_Note_Perfect_Star := Texture.LoadTexture(Skin.GetTextureFileName('NotePerfectStar'), TEXTURE_TYPE_TRANSPARENT, 0);
+ Tex_Note_Star := Texture.LoadTexture(Skin.GetTextureFileName('NoteStar') , TEXTURE_TYPE_TRANSPARENT, $FFFFFF);
+ Tex_Ball := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+ Tex_Lyric_Help_Bar := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
//TimeBar mod
- Tex_TimeProgress := Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar')));
+ Tex_TimeProgress := Texture.LoadTexture(Skin.GetTextureFileName('TimeBar'));
//eoa TimeBar mod
//SingBar Mod
- Tex_SingBar_Back := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')), TEXTURE_TYPE_PLAIN, 0);
- Tex_SingBar_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')), TEXTURE_TYPE_PLAIN, 0);
- Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Back := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBack'), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Bar := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBar'), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Front := Texture.LoadTexture(Skin.GetTextureFileName('SingBarFront'), TEXTURE_TYPE_PLAIN, 0);
//end Singbar Mod
Log.LogStatus('Loading Textures - C', 'LoadTextures');