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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-31 16:51:40 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-31 16:51:40 +0000 |
commit | 62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5 (patch) | |
tree | fb3adbafe4274be1098278d56dacb680e5879715 /Game/Code/Screens | |
parent | 9dee24b21d397016b0ecb7f37f8774b6b5f658f6 (diff) | |
download | usdx-62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5.tar.gz usdx-62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5.tar.xz usdx-62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5.zip |
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/Screens')
-rw-r--r-- | Game/Code/Screens/UScreenSong.pas | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 0828a9cb..b26e1569 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -824,7 +824,7 @@ begin Covers.AddCover({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover);
// unload full size texture
- Texture.UnloadTexture({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, false);
+ Texture.UnloadTexture({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, false);
// we should also add mipmap texture by calling createtexture and use mipmap cache as data source
end;
@@ -2082,7 +2082,7 @@ begin Button[Interaction].Texture2.Alpha := 0;
if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then
- Texture.UnloadTexture(Button[Interaction].Texture.Name, false);
+ Texture.UnloadTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false);
end;
procedure TScreenSong.Refresh;
|