Feature Request: Smart Texture Caching
Posted: 29.05.2004, 01:38
Wouldn't it be possible to make Celestia read an entire script before running it, and figure out which textures will need to be cached in order for the script to run smoothly, and cache them into memory before actually running the script?
I only mention this because even on fast computers there are halts in the animation for a split second and I assume this is when the texture for the planet or star or whatever gets loaded into video RAM? I often notice the hard drive light blink at times like this and I assume it's because it's loading off the HDD instead of from system RAM. Understandably this may happen when you're just whizzing around looking at random things, but in a script it should all be worked out up front before the script is even run. I realize that there is a limit because of system limitations and whatnot, but it would be nice to see a fast machine with a great video card and gobs of RAM not stutter like that.
Just popped in my head a few seconds ago.
I only mention this because even on fast computers there are halts in the animation for a split second and I assume this is when the texture for the planet or star or whatever gets loaded into video RAM? I often notice the hard drive light blink at times like this and I assume it's because it's loading off the HDD instead of from system RAM. Understandably this may happen when you're just whizzing around looking at random things, but in a script it should all be worked out up front before the script is even run. I realize that there is a limit because of system limitations and whatnot, but it would be nice to see a fast machine with a great video card and gobs of RAM not stutter like that.
Just popped in my head a few seconds ago.