Texturemanagement?

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Kernle 32DLL
Posts: 10
Joined: Thu Oct 21, 2010 9:18 pm

Texturemanagement?

Post by Kernle 32DLL »

Hi there,

I recently started to work with Irrlicht, and there is one thing I'm wondering about for quite some time now: Texturemanagement. My problem is best described with a basic game example:

You are loading a level for your game, with a ton of different textures (manually loaded via getTexture()). After you have finished the level, you load another level, with a completely different set of textures.

So, what do you do with the textures loaded from the first level? The API reference states you are not supposed to "drop" the textures, but I don't think Irrlicht "deloads" them by itself does it? Thinking in big dimensions (or ressource-saving for that matter), this means you would be wasting sooner or later a lot of memory space, which could be critical in big games.

So, what am I supposed to do with my "left-over-textures"?

So long,
Kernle
Bate
Posts: 364
Joined: Sun Nov 01, 2009 11:39 pm
Location: Germany

Post by Bate »

there are several remove() functions, e.g.

Code: Select all

driver->removeAllTextures()
Never take advice from someone who likes to give advice, so take my advice and don't take it.
Kernle 32DLL
Posts: 10
Joined: Thu Oct 21, 2010 9:18 pm

Post by Kernle 32DLL »

My bad, sorry, didn't saw that one.
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