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This repository has been archived by the owner on Apr 26, 2024. It is now read-only.
Currently we have a system for our texture cache, using the file path to the texture plus all of the shader file paths concatenated together. We store that in a map, this ensures that apple.png is different than apple.png with shine.glsl applied to it.
It's quite clear that this is not efficient, it works for now, and that's all that matters. However eventually we will need this fixed if we would like to use more textures and shaders. Seeing as our keys will be at least 30-40 characters long each. Nobody wants that. It's called crap_hash for a reason...
The text was updated successfully, but these errors were encountered:
Currently we have a system for our texture cache, using the file path to the texture plus all of the shader file paths concatenated together. We store that in a map, this ensures that
apple.png
is different thanapple.png
withshine.glsl
applied to it.PrimedKeys/src/texture.cpp
Lines 57 to 76 in 8ad9f16
It's quite clear that this is not efficient, it works for now, and that's all that matters. However eventually we will need this fixed if we would like to use more textures and shaders. Seeing as our keys will be at least 30-40 characters long each. Nobody wants that. It's called
crap_hash
for a reason...The text was updated successfully, but these errors were encountered: