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Suggestion: Caching texture buffers in WebGLRenderer #5728
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Hmmm, wouldn't it be better to implement that in |
Oh, of course. I just wasn't sure if there might be effects I'm missing and that may screw people's day up. But I can't think of any - so would you be OK with a PR to implement this? |
Yep! ^^ |
With this in play would caching textures in the app itself become redundant? |
Well, it would not prevent multiple XHRs concurrently trying to load the
|
Ah gotchas. |
@Mugen87 Can this be closed? |
I think we should keep it open until its clear what will happen in context of |
@Mugen87 OK. Thank you for your input. |
So, let's fix it. This is a core issue and deserves to be addressed. What is the plan? Who has the skills to propose a solution? |
The original idea was to add |
One prerequisite for Related issue #14375 |
@Mugen87 Great answer! Thanks! Rather than discussing all of that in this thread, can you open a new issue(s) as a feature request with the stated goals? Then we can assign (or request) someone to have a go at it. |
There you go! #17766 |
Closing in favor of #17766. |
I'm working on an application with many different code paths that load textures and I've patched the WebGLRenderer to cache textures also on the GL level, so that
uploadTexture
andonTextureDispose
use a dictionary to see if a texture has aleady been uploaded or are no longer used, which can reduce VRAM usage and does not need sweeping changes in other parts of the code.Is that a useful thing for others, too? Or is there side-effects I'm missing / is it too specific to be useful within three.js?
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