[Ohrrpgce] SVN: teeemcee/3199 Replace un/loadtileset with tileset_load which is just like sprite_load.
Ralph Versteegen
teeemcee at gmail.com
Thu Dec 17 21:02:49 PST 2009
2009/12/18 James Paige <Bob at hamsterrepublic.com>:
> On Fri, Dec 18, 2009 at 06:36:32AM +1300, Ralph Versteegen wrote:
>> 2009/12/18 James Paige <Bob at hamsterrepublic.com>:
>> > On Thu, Dec 17, 2009 at 09:21:58AM -0800, subversion at HamsterRepublic.com wrote:
>> >> teeemcee
>> >> 2009-12-17 09:21:58 -0800 (Thu, 17 Dec 2009)
>> >> 108
>> >> Replace un/loadtileset with tileset_load which is just like sprite_load. Therefore, tilesets are now cached.
>> >
>> > Cool!
>> >
>> > I notice that loadtileset and unloadtileset remain around for custom,
>> > and I guess it makes sense not to be caching tilesets there.
>> >
>> > ---
>> > James
>>
>> You mean load/unloadtilesetdata. Those are different, they are
>> tileset+tileset animation, and they're next to be replaced. After I
>> wake up. Truth is, I've been pretty unhappy with them ever since I
>> wrote them.
>
> Oh, right! I stand corrected.
>
> So are there any concerns with caching tilesets in custom? I guess since
> they are freed when you exit the map editor, and they only change when
> in the tileset editor, there are no worries-- unless we ever happened to
> implement a way to jump directly to the tileset editor form a map that
> uses a given tileset.
>
> ---
> James
Opps... I forgot about this. The tileset remains in the sprite cache.
tileset_load is wrapped so thickly in common.bas that I forgot about
the link.
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