icecoldduke, on 05 May 2016 - 03:27 PM, said:
If you want to give your users the option to run without texture compression. Or, if you have textures that must not be compressed because they become illegible in some way. (This is the reason for the existence of the nocompress and nodownsize def tokens.)
icecoldduke, on 05 May 2016 - 03:27 PM, said:
Unless you're running on a big-endian architecture.
icecoldduke, on 05 May 2016 - 03:27 PM, said:
Yes, those are some of the "several things" I alluded to. They apply to PNGs in addition to precompiled stuff.
icecoldduke, on 05 May 2016 - 03:27 PM, said:
Unless PolymerNG does stuff specific to an individual level's geometry, not necessarily. We could always do a pass through the structures to pick out tilenums without reading the entire maps into RAM. The assets could be loaded in the background (in a separate thread even, except for uploading the textures to GL) as long as the map loading code is smart enough not to throw away everything from the previous map and start over.

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