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You can't just do something thats designed to run in sync async, thats why you have crashed.
Sadly, It's not really possible to optimize dxCreateTexture as the underlaying d3d9 API call is the slow part, not MTA code. The slowest part is converting the texture (and if you have a really really really shit HDD, then the IO as well).
When loading ARGB into ARGB its fast, but, for example, DXT3 to ARGB is very slow.
The solution would be to:
Load image data on a secondary thread (like with passwordHash, use Async task sched)
Pass the raw texture data to d3d9, and hope it loads fast
My experience with this method is very weird, as passing in the preloaded(might have been a conversion issue) data was 10x slower than reading it from the disk.
Is your feature request related to a problem? Please describe.
Now if you trying load some textures ( mainly bigger ), it cause lags
Describe the solution you'd like
Add opportunity to load texture slowly but without lags ( like passwordHash but i tried and caused crash )
Describe alternatives you've considered
Additional context
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