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texture pool implementation

Started by north_wolf Dec 24, 2001 at 7:49 PM 3 replies 1.8k views
Original Post
north_wolf
north_wolf
hello. i know some good 3d engines have used a texture manager class to manage the textures loading, unloading and doing some optimization. but i wondered how it works as a pool to use texture. how can i implement it in my own engine? thank u.
Cirian
Cirian
Not entirely sure what you mean by this. Judging by your post, what you are referring to is a simple wrapper for the API that you are using. In OpenGL, I would assume that a "texture pool" is simply an array of GLuints, each bound to a texture. As for optimisation, little can be done other than finding (or making) a high speed texture loader.

I don''t know if you use (or want to use) OpenGL, so I wont post any code here.

--Cirian

north_wolf
north_wolf
can you give me the link plz? thank u.

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