Okay, to summarize what I take from the discussion and all the tests:

1) Texture types: png seems to be best for load-once, then-keep problems
because it has the smallest filesize, but takes a lot of time to load. dds
seems to work well for some problems, possibly those involving opaque
textures - here loading times can be reduced at (un?)-reasonable cost of
file size. For my particular problem involving transparent textures, rgb
seems to work best, so I keep it. The decision what format to use is not a
'one fits all' but must be made according to situation.

2) Texture cache: It seems clear, both by experiment and by Lauri's
investigation that such a thing doesn't exist for models loaded from
Nasal, possibly also other situations. If we had it, it would speed part
of my code by factors O(100). So I'd seriously like to have it...

However, since I can't do it myself, the alternative is to live with 'each
model reloads the texture'. In this case, splitting multi-model texture
sheets into one sheet for each model would possibly gain a factor 3 in
speed - which is much less than a factor 100, but much better than 1.

Thus, I'd like to know if somebody would be working on a general texture
cache system in the future - if not, then I split texture sheets, that's
messy but at least a bit faster.

3) xml: Somehow, xml wrappers are extremely bad. However, due to the need
to make clouds immaterial and give them a dedicated shader, it's not an
option to load the bare ac file. If anyone comes up with a faster way of
passing this information, then I'll gladly use it - but for the time being
I guess I am stuck with xml wrappers even if that means reduced
performance.

Using multi-layered models might help here, as then there's only a single
xml wrapper to be parsed for 2 or more texture sheets, so maybe a factor 2
is possible here.

So, all in all, one can come up with a number of ugly workarounds which
would help a bit, although a texture cache for models loaded from Nasal
would be the 'big thing' needed here.

* Thorsten


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