Timeline for When should a bullet texture be loaded in XNA?
Current License: CC BY-SA 2.5
6 events
| when toggle format | what | by | license | comment | |
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| Mar 6, 2011 at 13:47 | comment | added | Andrew Russell | @Bill Rather than try and squash the info into a comment, I've added a bit more information to the end of my answer. | |
| Mar 4, 2011 at 15:29 | comment | added | Bill | @Andrew Russell Do you have any links to good resources discussing the ContentManager and best practices when using it? | |
| Mar 4, 2011 at 11:47 | comment | added | Andrew Russell | XNA's built-in ContentManager already reuses loaded content, including textures. Caching, if you like. Don't implement a caching layer over the top! To do fancy stuff like granular caching and unloading between levels, create multiple instances of ContentManager or customise it. | |
| Mar 4, 2011 at 8:54 | comment | added | ZorbaTHut | If you go through a GetTexture manager, you'll end up with five GetTexture calls and one LoadTexture call. I'm assuming this all works the same as OpenGL, however - I've never used XNA itself - but I'd find it quite unbelievable that you couldn't re-use textures. That's kind of a fundamental of modern graphics :) | |
| Mar 4, 2011 at 6:24 | comment | added | Bill | Can you comment as to whether each entity needs to load the texture? (i.e., 5 Bullet = 5 LoadTexture calls) or do I only need to load once, then I can share that for all things that will use that texture? | |
| Mar 4, 2011 at 6:12 | history | answered | ZorbaTHut | CC BY-SA 2.5 |