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- /**
- * PANDA 3D SOFTWARE
- * Copyright (c) Carnegie Mellon University. All rights reserved.
- *
- * All use of this software is subject to the terms of the revised BSD
- * license. You should have received a copy of this license along
- * with this source code in a file named "LICENSE."
- *
- * @file textureReloadRequest.cxx
- * @author drose
- * @date 2008-08-12
- */
- #include "textureReloadRequest.h"
- #include "textureContext.h"
- TypeHandle TextureReloadRequest::_type_handle;
- /**
- * Performs the task: that is, loads the one model.
- */
- AsyncTask::DoneStatus TextureReloadRequest::
- do_task() {
- // Don't reload the texture if it doesn't need it.
- if (!_texture->was_image_modified(_pgo) &&
- (_allow_compressed ? _texture->has_ram_image() : _texture->has_uncompressed_ram_image())) {
- return DS_done;
- }
- double delay = async_load_delay;
- if (delay != 0.0) {
- Thread::sleep(delay);
- if (!_texture->was_image_modified(_pgo) &&
- (_allow_compressed ? _texture->has_ram_image() : _texture->has_uncompressed_ram_image())) {
- return DS_done;
- }
- }
- if (_allow_compressed) {
- _texture->get_ram_image();
- } else {
- _texture->get_uncompressed_ram_image();
- }
- // Now that we've loaded the texture, we should ensure it actually gets
- // prepared--even if it's no longer visible in the frame--or it may become a
- // kind of a leak (if the texture is never rendered again on this GSG, we'll
- // just end up carrying the texture memory in RAM forever, instead of dumping
- // it as soon as it gets prepared).
- _pgo->enqueue_texture(_texture);
- // Don't continue the task; we're done.
- return DS_done;
- }
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