2009/12/18 James Paige <[email protected]>: > On Fri, Dec 18, 2009 at 06:36:32AM +1300, Ralph Versteegen wrote: >> 2009/12/18 James Paige <[email protected]>: >> > On Thu, Dec 17, 2009 at 09:21:58AM -0800, [email protected] >> > 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. _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
