It works great, but their is still some delay from loading textures into video memory, which is done through DirectX and apparently can't be done in the background.
I imagine other bigger games that do manage to stream in large textures without interrupting gameplay have the memory already allocated as one texture and load smaller textures into it gradually (stitched together, or alternating pixels, or something). That's a complete guess.
Hey! Thanks for releasing this. I tried to use the small version you posted in the other thread but it doesnt make any difference Sadly this link here is down and I cant test it. Would someone be so kind and could upload a new version of this please?
Re: libAsset - A library for loading assets in the background
[Re: Ch40zzC0d3r]
#427780 08/13/1316:0308/13/1316:03
Thanks! Well, Im spawning 3 times the same model. First time to load textures, One time with your function and one time with only ent_create. Im using timer() to calcuulate the creation time: Its near the same The model has got many textures, bones and vertices, textures are intern for sure. IDK why it doesnt work
Last edited by Ch40zzC0d3r; 08/13/1318:26.
Re: libAsset - A library for loading assets in the background
[Re: Ch40zzC0d3r]
#427796 08/13/1319:3708/13/1319:37
Well, I just got a much better fix myself. I used another model (CUBE_MDL) for the c_move etc and created my model with collision_mode = 0 There is no lag at all, and the best is theres no difference in code since Im using my own hitboxes