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PostPosted: 2015/03/09, 15:11 
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Description and sample files here.

Waiting for feedback :mrgreen:

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PostPosted: 2015/03/10, 04:27 
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SirePi wrote:
Description and sample files here.

Waiting for feedback :mrgreen:

You could, uhm, write a blurb and then link to it.

EDIT: looks awesome, thank you! I didn't know it was possible to do. I thought you could only use preloadall. Thanks!

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PostPosted: 2015/03/10, 08:27 
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RockyTV wrote:
SirePi wrote:
Description and sample files here.

Waiting for feedback :mrgreen:

You could, uhm, write a blurb and then link to it.

EDIT: looks awesome, thank you! I didn't know it was possible to do. I thought you could only use preloadall. Thanks!

Lol thanks :mrgreen: maybe one day when I have enough stuff I'll think about it!

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PostPosted: 2016/04/12, 12:16 
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Great tutorial!
Why the code explicitly set Textures and Materials as not to be loaded?
Because
Code:
contentRef.MakeAvailable()
need to be invoked on the main thread?
I'm trying to understand how to convert it to load resources in background threads.
Thanks!


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PostPosted: 2016/04/14, 19:39 
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mikeg wrote:
Why the code explicitly set Textures and Materials as not to be loaded?
Because
Code:
contentRef.MakeAvailable()
need to be invoked on the main thread?
I'm trying to understand how to convert it to load resources in background threads.
Thanks!


Sort of.. the point is that Textures are managed by OpenGL, and that sort of management can only be done by the main thread (as you correctly said).
And since Materials are one level above Textures, they cannot be loaded by secondary threads as well.

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PostPosted: 2016/04/14, 20:06 
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Thanks for clarifications.


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